Video recommendation determination, information display, data processing method based on frame synchronization

ABSTRACT

The present disclosure provides a method for determining a recommended video, a data processing computer server and a system. The computer server determines candidate virtual scenes, users currently participating in the candidate virtual scenes, and a user corresponding to a virtual role in the candidate virtual scenes. After selecting a target virtual scene from the candidate virtual scenes, the computer server determines representation data of virtual roles of the target virtual scene, selects a target virtual role from the virtual roles of the target virtual scene according to the representation data of the virtual roles of the target virtual scene, and generates a recommended video at a viewing angle of the target virtual role in the target virtual scene.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/351,282, entitled “VIDEO RECOMMENDATION DETERMINATION, INFORMATIONDISPLAY, DATA PROCESSING METHOD BASED ON FRAME SYNCHRONIZATION” filed onMar. 12, 2019, which is a continuation application of PCT/CN2017/112608,entitled “FRAME-SYNCHRONIZATION-BASED DATA PROCESSING METHOD FOR VIDEORECOMMENDATION DETERMINATION AND INFORMATION DISPLAY” filed on Nov. 23,2017, which claims priority to (i) Chinese Patent Application No.201611050866.9, entitled “METHOD FOR DETERMINING RECOMMENDED VIDEO, DATAPROCESSING SERVER AND SYSTEM” filed on Nov. 24, 2016, (ii) ChinesePatent Application No. 201611044186.6, entitled “INFORMATION DISPLAYMETHOD AND TERMINAL” filed on Nov. 24, 2016, and (iii) Chinese PatentApplication No. 201611044191.7, entitled “DATA PROCESSING METHOD BASEDON FRAME SYNCHRONIZATION, SERVER AND CLIENT” filed on Nov. 24, 2016, allof which are incorporated by reference in their entireties.

FIELD OF THE TECHNOLOGY

The present disclosure relates to the field of data processingtechnologies, and specifically to a method for determining a recommendedvideo, a data processing server, a system, an information displaymethod, a terminal, a data processing method based on framesynchronization, a server and a client.

BACKGROUND OF THE DISCLOSURE

With rise of network applications of types such as a game andsimulation, a user may obtain, by using a created virtual role, aplurality of experiences in a virtual scene provided by a networkapplication. A virtual scene provided by some network applications (forexample, an arena game of an MOBA type) may support participation of aplurality of users, and virtual roles of the plurality of users mayenter the virtual scene in a manner such as matching or team forming,and carry out an activity in the virtual scene, for example, experiencean arena.

Currently, by using a video technology in a virtual scene, a video forrecording an activity of a virtual role in the virtual scene (which isbriefly referred to as a virtual scene video, where the virtual scenevideo is, for example, in a form of an arena battle video of a game) maybe formed. For purpose of being skilled in a use manner of a networkapplication objective, a user usually has a requirement for watching acurrent virtual scene video of another user. However, currently, theuser may participate in a plurality of virtual scenes (for example,currently a plurality of game arena battles may exist simultaneously),and therefore how to determine a virtual scene video recommended to auser becomes a problem that needs to be considered.

SUMMARY

According to a first aspect, an embodiment of the present disclosureprovides a method performed at a mobile terminal having one or moreprocessors and memory storing programs to be executed by the one or moreprocessors, the method comprising:

-   -   obtaining operation information of a plurality of fighting        objects from a server;    -   determining operation statistics results according to the        operation information of the plurality of fighting objects;    -   dividing the operation statistics results into first        presentation information and second presentation information        according to a preset rule, the first presentation information        being preset primary information in the operation statistics        results, and the second presentation information being preset        secondary information in the operation statistics results; and    -   presenting the first presentation information on a terminal        display interface of the mobile terminal.

By using the foregoing process, only more important preset primaryinformation during fighting may be presented on a display interface of aterminal, and unimportant preset secondary information is hidden, toensure that a user has a sufficiently large fight watching area, so thatvarious details in a combat can be seen.

According to a second aspect, an embodiment of the present disclosurefurther provides a mobile terminal having one or more processors, memorycoupled to the one or more processors, and a plurality of programs that,when executed by the one or more processors, cause the mobile terminalto perform the aforementioned method for displaying information.

For a beneficial effect of an implementation of the second aspect, referto a beneficial effect of the method corresponding to the first aspect.

According to a third aspect, an embodiment of the present disclosurefurther provides a non-transitory computer readable storage mediumstoring a plurality of instructions in connection with a mobile terminalhaving one or more processors. The plurality of instructions, whenexecuted by the one or more processors, cause the mobile terminal toperform the aforementioned method for displaying information.

BRIEF DESCRIPTION OF THE DRAWINGS

To describe the technical solutions in the embodiments of the presentdisclosure or in the existing technology more clearly, the followingbriefly describes the accompanying drawings required for describing theembodiments or the existing technology. Apparently, the accompanyingdrawings in the following description show merely some embodiments ofthe present disclosure, and a person of ordinary skill in the art maystill derive other drawings from the provided accompanying drawingswithout creative efforts.

FIG. 1 is an architectural diagram of a system for implementing a methodfor determining a recommended video according to an embodiment of thepresent disclosure;

FIG. 2 is a diagram of a system architecture under a game backgroundaccording to an embodiment of the present disclosure;

FIG. 3 is a flowchart of a method for determining a recommended videoaccording to an embodiment of the present disclosure;

FIG. 4 is a flowchart of a method for determining a target virtual roleaccording to an embodiment of the present disclosure;

FIG. 5 is a schematic diagram of a video recommendation interface undera game background according to an embodiment of the present disclosure;

FIG. 6 is a flowchart of a method for adding a recommended video to avideo recommendation interface according to an embodiment of the presentdisclosure;

FIG. 7 is another schematic diagram of a video recommendation interfaceunder a game background according to an embodiment of the presentdisclosure;

FIG. 8 is a diagram of a signaling process of sending notificationinformation according to an embodiment of the present disclosure;

FIG. 9 is a schematic diagram of outputting prompt information by aclient according to an embodiment of the present disclosure;

FIG. 10 is another schematic diagram of outputting prompt information bya client according to an embodiment of the present disclosure;

FIG. 11 is still another schematic diagram of outputting promptinformation by a client according to an embodiment of the presentdisclosure;

FIG. 12 is a schematic diagram of an application in a game arena sceneaccording to an embodiment of the present disclosure;

FIG. 13 is a structural block diagram of a data processing serveraccording to an embodiment of the present disclosure;

FIG. 14 is another structural block diagram of a data processing serveraccording to an embodiment of the present disclosure;

FIG. 15 is still another structural block diagram of a data processingserver according to an embodiment of the present disclosure;

FIG. 16 is a structural block diagram of hardware of a data processingserver according to an embodiment of the present disclosure;

FIG. 17 is an architectural diagram of an information display systemaccording to an embodiment of the present disclosure;

FIG. 18 is a schematic diagram of an interaction embodiment of aninformation display method according to an embodiment of the presentdisclosure;

FIG. 19 is a schematic diagram of an embodiment of an informationdisplay method according to an embodiment of the present disclosure;

FIG. 20 is a schematic diagram of an interface of an interactiveapplication according to an embodiment of the present disclosure;

FIG. 21 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure;

FIG. 22 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure;

FIG. 23 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure;

FIG. 24 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure;

FIG. 25 is a schematic diagram of an information display process in anapplication scenario;

FIG. 26 is a schematic diagram of an embodiment of a terminal accordingto an embodiment of the present disclosure;

FIG. 27 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 28 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 29 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 30 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 31 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 32 is a schematic diagram of another embodiment of a terminalaccording to an embodiment of the present disclosure;

FIG. 33 is a schematic block flowchart of a data processing method basedon frame synchronization according to an embodiment of the presentdisclosure;

FIG. 34 is a schematic block flowchart of another data processing methodbased on frame synchronization according to an embodiment of the presentdisclosure;

FIG. 35 is a schematic diagram of a process of sending framesynchronization command sequences according to an embodiment of thepresent disclosure;

FIG. 36 is a schematic diagram of a process of entering a framesynchronization game scene according to an embodiment of the presentdisclosure;

FIG. 37 is a schematic diagram of a smoothing processing processaccording to an embodiment of the present disclosure;

FIG. 38 -a is a schematic structural diagram of composition of a serveraccording to an embodiment of the present disclosure;

FIG. 38 -b is a schematic structural diagram of composition of anobtaining module according to an embodiment of the present disclosure;

FIG. 39 -a is a schematic structural diagram of composition of a secondclient according to an embodiment of the present disclosure;

FIG. 39 -b is a schematic structural diagram of composition of a sceneloading module according to an embodiment of the present disclosure;

FIG. 39 -c is a schematic structural diagram of composition of a displaymodule according to an embodiment of the present disclosure;

FIG. 39 -d is a schematic structural diagram of composition of a delaydisplay module according to an embodiment of the present disclosure;

FIG. 39 -e is a schematic structural diagram of composition of anotherdisplay module according to an embodiment of the present disclosure;

FIG. 40 is a schematic structural diagram of composition of a terminalto which a data processing method based on frame synchronization isapplied according to an embodiment of the present disclosure; and

FIG. 41 is a schematic structural diagram of composition of a terminalaccording to an embodiment of the present disclosure.

DESCRIPTION OF EMBODIMENTS

The following clearly and completely describes the technical solutionsin the embodiments of the present disclosure with reference to theaccompanying drawings in the embodiments of the present disclosure.Obviously, the described embodiments are only some embodiments insteadof all embodiments of the present disclosure. All other embodimentsobtained by a person of ordinary skill in the art based on theembodiments in the present disclosure without creative effects shallfall within the protection scope of the present disclosure.

FIG. 1 shows an architecture of a system for implementing a method fordetermining a recommended video according to an embodiment of thepresent disclosure. Referring to FIG. 1 , the system may include: aclient 10A, a maintenance server 20A and a data processing server 30A.

The client 10A may be installed onto user equipment such as asmartphone, a tablet computer, or a notebook computer, and provide alocal service to a network application; and the client 10A may enable,when a user requests to enter a virtual scene, a virtual role of theuser to enter the virtual scene by loading the virtual scene.

The maintenance server 20A is a service device in a server cluster towhich the network application belongs, and is set up on a network side;and the maintenance server 20A may maintain, when a plurality of usersrespectively requests to enter virtual scenes by using respectiveclients 10A, activities of virtual roles of the plurality of users (auser usually controls a virtual role) in the virtual scenes, and recordrepresentation of the virtual roles in the virtual scenes; andrepresentation of a virtual role is usually determined by an operationof a user, and a more proficient operation of the user usually indicatesbetter representation of the virtual role of the user in a virtualscene.

In a possible implementation, the maintenance server may maintain aplurality of virtual scenes, these virtual scenes may be virtual scenesof a same scene content, but provided that participating users aredifferent, these virtual scenes may be considered as different virtualscenes.

The data processing server 30A is a service device in the server clusterto which the network application belongs, is set up on the network side,and may be used to perform data processing. The data processing server30A may determine, in a data processing manner, a virtual scenecorresponding to a recommended video from virtual scenes in which userscurrently participate, and generate the recommended video at a viewingangle of a virtual role in the virtual scene, to perform videorecommendation.

This embodiment of the present disclosure may be applied to a game of anMOBA (Multiplayer Online Battle Arena) type, to recommend an arenabattle video to a user when a plurality of arena battles currentlyexists. Correspondingly, a form of the system shown in FIG. 1 under agame background may be shown in FIG. 2 . The client 10A may be a gameclient, the maintenance server 20A may be a combat server, and the dataprocessing server 30A may be a game data processing server; andcorrespondingly, a virtual scene may be a game arena scene of a game.

After a user requests a game arena and finds an arena opponent of theuser through matching, the game client may be loaded with a game arenascene; correspondingly, a game role manipulated by the user is to enterthe game arena scene, and participates in an arena battle; and an arenabattle usually corresponds to a game arena scene.

The combat server may maintain a plurality of arena battles, and anarena battle may be maintained by maintaining game roles of a pluralityof users to perform a combat in a game arena scene; and moreover, thecombat server may further record representation of a user in each arenabattle, that is, record game data of a game role manipulated by a userin the game arena scene.

The game data processing server may be used to perform game dataprocessing, determine an arena battle of a recommended video from theplurality of current arena battles, and generate the recommended videoat a viewing angle of a game role in the game arena scene in the arenabattle, to perform video recommendation.

In this embodiment of the present disclosure, a recommended video may bedetermined by the data processing server shown in FIG. 1 . From theperspective of the data processing server, FIG. 3 is a flowchart of amethod for determining a recommended video according to an embodiment ofthe present disclosure. The method may be applied to a data processingserver, and referring to FIG. 3 , the method may include the followingsteps:

Step S10A. The data processing server determines candidate virtualscenes.

In a possible implementation, the candidate virtual scenes may bevirtual scenes in which users currently participate.

The data processing server may determine virtual scenes in which usersparticipate and that are currently maintained by the maintenance server,and determine the virtual scenes in which the users currentlyparticipate as the candidate virtual scenes. In some applicationscenarios, a user may control an activity of a virtual role in a virtualscene, that is, a user may correspond to a virtual role in a candidatevirtual scene; and in some other application scenarios, a user maysimultaneously control activities of a plurality of virtual roles in avirtual scene, that is, a user may correspond to a plurality of virtualroles in a candidate virtual scene.

In a possible implementation, in this embodiment of the presentdisclosure, a specified type of virtual scenes in which users currentlyparticipate may be determined as candidate virtual scenes; for example,using a game arena background as an example, in this embodiment of thepresent disclosure, an arena battle that is currently being performedmay be determined from arena battles whose arena levels reach aspecified level, thereby using a game arena scene of the determinedarena battle as a candidate virtual scene.

In a possible implementation, the maintenance server may add identifiersto virtual scenes in which users currently participate, and virtualscenes that are of a same type but in which participating users aredifferent are considered as different virtual scenes, so that themaintenance server may send the identifiers of the virtual scenes inwhich the users currently participate to the data processing server; andcorrespondingly, a data server may determine, based on the identifiersof the virtual scenes, candidate virtual scenes in which the userscurrently participate.

Moreover, in addition to the foregoing manner in which the maintenanceserver actively sends the identifiers of the virtual scenes in which theusers currently participate to the data processing server, the dataprocessing server may request, from the maintenance server, theidentifiers of the virtual scenes in which the users currentlyparticipate.

Step S11A. The data processing server selects a target virtual scenefrom the candidate virtual scenes.

The target virtual scene is a virtual scene corresponding to arecommended video.

It may be understood that, in this embodiment of the present disclosure,a screening condition of the target virtual scene may be defined,thereby screening out the target virtual scene satisfying the screeningcondition from the candidate virtual scenes.

In an exemplary implementation, the screening condition of the targetvirtual scene may be that, user characteristics of participating usersin the virtual scene all conform to a specified user characteristic.Correspondingly, in this embodiment, the target virtual scene in whichuser characteristics of participating users all conform to the specifieduser characteristic may be selected from the candidate virtual scenes.

In an example, user characteristics of participating users in a virtualscene may be recorded in a user database, and after determiningidentifiers of the candidate virtual scenes, the data processing servermay determine user identifiers of the participating users correspondingto the identifiers, thereby retrieving corresponding usercharacteristics from the user database based on the user identifiers;and the user identifiers of the participating users corresponding to theidentifiers of the candidate virtual scenes indicate identifiers ofusers participating in the candidate virtual scenes, and may be recordedby the maintenance server and then sent to the data processing server.

In a possible implementation, to recommend a high-quality virtual scenevideo to a user, in this embodiment, a user level may be set to anoptional representation form of a user characteristic, and a virtualscene in which levels of participating users all reach a specified levelis determined as the target virtual scene. Usually, a user whose levelis higher has better representation in a virtual scene. Therefore, inthis embodiment of the present disclosure, a virtual scene in which thelevels of the participating users all reach a specified level may be setto the target virtual scene, virtual scenes in which levels of not allparticipating users reach the specified level are excluded from thecandidate virtual scenes, thereby achieving an objective of recommendinga high-quality video to a user.

Additionally, a geographic location of a user may also be an optionalrepresentation form of a user characteristic. A user may pay moreattention to a virtual scene video in which a nearby user participates.In this embodiment, a virtual scene in which geographic locations ofparticipating users all fall within a specified geographic locationrange of users requesting to watch a video may be determined as thetarget virtual scene, thereby excluding, from the candidate virtualscenes, virtual scenes in which geographic locations of participatingusers do not fall within the specified geographic location range ofusers requesting to watch a video, to achieve an objective ofrecommending the virtual scene video in which the nearby userparticipates to the user.

In another exemplary implementation, the screening condition of thetarget virtual scene may also be that, a running state of a virtualscene conforms to a specified running state. Correspondingly, in thisembodiment, running states of the candidate virtual scenes may berecorded by the maintenance server and then sent to the data processingserver, and the data processing server may select, from the candidatevirtual scenes, the target virtual scene whose running state conforms tothe specified running state.

In actual application, only after time for which a user participates ina virtual scene reaches a particular time, a virtual scene video formedbased on an activity of the user in the virtual scene has a watchingmeaning. Therefore, in this embodiment of the present disclosure, avirtual scene video whose running time reaches a specified running timemay be recommended to the user. In this embodiment, a user participationtime corresponding to a virtual scene (for example, a running time of anarena battle) may be set to a representation form of a running state ofthe virtual scene, so that the data processing server may determine avirtual scene whose user participation time reaches a specified time asthe target virtual scene, and exclude, from the candidate virtualscenes, a virtual scene whose user participation time does not reach thespecified time.

The foregoing form of the screening condition of the target virtualscene is only exemplary, and a specific screening condition may beadjusted according to an actual video recommendation requirement. In apossible implementation, the screening condition of the target virtualscene may be specified by operational personnel, or may be sent by auser requesting to watch a video to the data processing server by usinga client.

Step S12A. The data processing server determines representation data ofvirtual roles of the target virtual scene.

After determining the target virtual scene, the data processing servermay obtain representation data of virtual roles in the target virtualscene from the maintenance server, and a virtual role is usuallycontrolled by a user participating in the virtual scene, that is, avirtual role corresponds to a user.

Step S13A. The data processing server selects a target virtual role fromthe virtual roles of the target virtual scene according to therepresentation data of the virtual roles of the target virtual scene.

In a possible implementation, the target virtual role may be a virtualrole whose representation in the target virtual scene satisfies aspecified recommendation condition, for example, a virtual role whoserepresentation data in the target virtual scene is optimal, or a virtualrole whose representation data in a specified representation dimensionis optimal.

A representation dimension is a factor for measuring representation of avirtual role in a virtual scene. For example, using a game arena as anexample, a representation dimension may be a slaying quantity, an assistquantity and the like of a game role in an arena battle.

Step S14A. The data processing server generates a recommended video at aviewing angle of the target virtual role in the target virtual scene.

A virtual scene may have a plurality of virtual roles, viewing angles ofthe virtual roles in the virtual scene are different, and reflectedvideo contents are also different. After the target virtual role in thetarget virtual scene is determined, because an activity of the targetvirtual role in the target virtual scene has a watching value, in thisembodiment of the present disclosure, a recommended video may begenerated at the viewing angle of the target virtual role in the targetvirtual scene, to determine the recommended video.

In a possible implementation, not only the activity of the targetvirtual role in the target virtual scene has a watching value, but alsoa manipulation process of a user for the target virtual role also has awatching value. Therefore, the data processing server may furtherdetermine, according to the target virtual role, a participating usermanipulating the target virtual role, and generate a recommended videoat a viewing angle of the participating user, to determine therecommended video.

Based on the method for determining a recommended video provided in thisembodiment, the candidate virtual scenes in which users currentlyparticipate may be determined, the target virtual scene is screened outfrom the candidate virtual scenes, and the target virtual role forgenerating a recommended video is determined by using representationdata of virtual roles in the target virtual scene, thereby generatingthe recommended video at the viewing angle of the target virtual role inthe target virtual scene, to determine the recommended video. Based onthe method for determining a recommended video provided in thisembodiment of the present disclosure, a target virtual scene in which arecommended video is located may be determined from virtual scenes inwhich users currently participate, and a recommended video is generatedat a viewing angle of a target virtual role determined in the targetvirtual scene, to determine a virtual scene video recommended to a user,so that the recommended video has relatively high watching quality.

In an example, after determining representation data of virtual roles inthe target virtual scene, the data processing server may determine, byanalyzing positive representation data and negative representation dataof the virtual roles of the target virtual scene, the target virtualrole whose representation is optimal. FIG. 4 is a flowchart of anoptional method for determining a target virtual role. Referring to FIG.4 , the method may include the following steps:

Step S20A. A data processing server determines a first type ofrepresentation data and a second type of representation data of virtualroles of a target virtual scene.

In a possible implementation, a data type of the first type ofrepresentation data may be opposite to that of the second type ofrepresentation data, for example, representation of a virtual role in avirtual scene indicated by the first type of representation data isopposite to that indicated by the second type of representation data.The first type of representation data may be data corresponding topositive representation of a virtual role in a virtual scene (that is,positive representation data); and using an arena game as an example,the first type of representation data may be a quantity of times ofslaying opponents by a game role in an arena battle (that is, slayingquantity), a quantity of times of assisting a teammate in slayingopponents (that is, an assist quantity) and the like. The second type ofrepresentation data may be data corresponding to negative representationof a virtual role in a virtual scene (that is, negative representationdata); and using an arena game as an example, the second type ofrepresentation data may be a quantity of death times of a game role inan arena battle and the like.

Step S21A. The data processing server separately determines ratios ofthe first type of representation data to the second type ofrepresentation data of the virtual roles, and determines a virtual rolewhose ratio satisfies a predetermined ratio condition as the targetvirtual role.

For the virtual roles of the target virtual scene, a ratio of the firsttype of representation data to the second type of representationquantity of a virtual role indicates a ratio of positive representationto negative representation of the virtual role, and a higher ratioindicates better representation of the virtual role in the virtualscene. Therefore, in this embodiment, the representation of the virtualrole in the virtual scene may be indicated by using the ratio, apredetermined ratio condition (for example, the ratio is highest) isset, and a virtual role whose ratio satisfies the predetermined ratiocondition is determined as the target virtual role.

In a possible implementation, a quantity of target virtual rolesdetermined in a target virtual scene may be at least one. For example,using an arena game as an example, in this embodiment, a slayingquantity, an assist quantity and a death quantity of each game role inthe target virtual scene may be determined; and for each game role, asum of a slaying quantity and an assist quantity of the game role isused as the first type of representation data, a death quantity of thegame role is used as the second type of representation data, the firsttype of representation data is divided by the second type ofrepresentation data, to obtain a ratio reflecting representation of thegame role in the target virtual scene, and if the ratio is higher, itindicates that the representation of game role in the target virtualscene is better.

Based on the method shown in FIG. 4 , in this embodiment, the targetvirtual role whose representation conforms to the specifiedrecommendation condition in the target virtual scene may be determinedbased on representation data of virtual roles in the target virtualscene, to provide a basis for determining a recommended video.

Obviously, the method shown in FIG. 4 is only an optional manner ofanalyzing representation of virtual roles in the target virtual scene,and is not unique. In this embodiment, virtual article obtainingquantities of the virtual roles of the target virtual scene (forexample, gold coin obtaining quantities of game roles in the game arenascene) may also be analyzed, to determine the target virtual role whosevirtual article obtaining quantity reaches a threshold (for example, anaverage value of the virtual article obtaining quantities correspondingto all the virtual roles in the target virtual scene) and whose ratioshown in FIG. 4 conforms to the predetermined ratio condition.

In a possible implementation, after the recommended video is generatedat the viewing angle of the target virtual role in the target virtualscene, in this embodiment, the role identifier of the target virtualrole (for example, the role name of the game role) and the useridentifier of a user corresponding to the target virtual role (forexample, the user name corresponding to the game role) may bedetermined. Moreover, the recommended video is recommended to the videorecommendation interface, and the role identifier of the target virtualrole and the user identifiers of the user corresponding to the targetvirtual role are presented in the video recommendation interface. Animplementation of recommending the recommended video to the videorecommendation interface may be recommending a video address of therecommended video to the video recommendation interface. Therefore, thedata processing server may broadcast the video recommendation interfaceto the user requesting to watch the video, so that after the userrequesting to watch the video clicks a recommended video, the dataprocessing server may push the corresponding recommended video to theclient of the user according to the video address of the recommendedvideo. Correspondingly, the user may watch the recommended video on theclient.

In a possible implementation, a plurality of recommended videos may bepresented in the video recommendation interface. In this embodiment, arecommendation area may be set for each recommended video in the videorecommendation interface, and information such as the role identifier ofthe target virtual role corresponding to the recommended video (forexample, the role name) or the user identifiers of a user correspondingto the target virtual role (for example, the user name) is presented inthe recommendation area. Referring to FIG. 5 , FIG. 5 is a schematicdiagram of a video recommendation interface under a game background.

Additionally, the quantity of videos recommended in the videorecommendation interface may have a video recommendation limit number,and the video recommendation limit number corresponds to a quantity ofrecommendation areas of the video recommendation interface. If thequantity of currently recommended videos in the video recommendationinterface reaches the video recommendation limit number, the recommendedvideo newly determined by the data processing server cannot betemporarily added to the video recommendation interface. Only when thequantity of currently recommended videos in the video recommendationinterface is less than the video recommendation limit number (that is,the video recommendation interface has an idle recommendation area), thenewly determined recommended video may be added to the videorecommendation interface.

In an example, in this embodiment, a video recommendation pool in whichthe quantity of recommendation locations corresponds to the quantity ofrecommendation areas in the video recommendation interface may be set,and the currently recommended video in the video recommendationinterface corresponds to the recommended video added to the videorecommendation pool. For example, the recommended video presented in thevideo recommendation interface may be implemented by retrieving therecommended video from the video recommendation pool. In animplementation, after determining the new recommended video, the dataprocessing server may judge whether the video recommendation pool has anidle recommendation location. If no, it indicates that the quantity ofcurrently recommended video in the video recommendation interfacereaches the video recommendation limit number, and before the videorecommendation pool has an idle recommendation location, the dataprocessing server needs to wait to add the recommended video to thevideo recommendation pool, so as to perform recommendation in the videorecommendation interface. If yes, the data processing server may add therecommended video to the video recommendation pool without waiting, soas to recommend the recommended video in the video recommendationinterface.

FIG. 6 shows a process of a method for adding a recommended video to avideo recommendation interface. The method may be applied to a dataprocessing server, and referring to FIG. 6 , the method may include thefollowing steps:

Step S30A. The data processing server judges whether a videorecommendation pool currently has an idle recommendation location; andif no, return to step S30A, or if yes, perform step S31A.

It should be noted that, the video recommendation pool maintainsrecommendation locations corresponding to a video recommendation limitnumber of the video recommendation interface, and a quantity of thecurrent idle recommendation locations of the video recommendation poolcorresponds to a recommendation quantity of current idle videos of thevideo recommendation interface.

It may be understood that, the video recommendation pool has an idlerecommendation location because the video recommended in the videorecommendation interface ends, or the target virtual role correspondingto the video recommended in the video recommendation interface exits thetarget virtual scene.

Step S31A. Add a recommended video to the video recommendation pool.

In an example, adding the recommended video to the video recommendationpool may be adding the video address of the recommended video to thevideo recommendation pool. It may be understood that, if the videorecommendation interface presents the role identifier of the targetvirtual role and the user identifiers of the user corresponding to thetarget virtual role, the role identifier of the target virtual role andthe user identifiers of the user corresponding to the target virtualrole further need to be added to the video recommendation pool when therecommended video is added to the video recommendation pool.

In a possible implementation, when a user requesting to watch a videorequests a video recommended in the video recommendation interface, thedata processing server may add a watching user quantity of the video by1, and when a user exits watching, the data processing server maysubtract the watching user quantity of the video by 1, so that the dataprocessing server may collect statistics on a quantity of currentlywatching users of videos recommended in the video recommendationinterface, and present the quantity of currently watching users of thevideos in a corresponding recommendation area in the videorecommendation interface.

Additionally, the data processing server may further periodically updatethe quantity of currently watching users of the videos recommended inthe video recommendation interface. Referring to FIG. 7 forunderstanding, FIG. 7 is another schematic diagram of a videorecommendation interface under a game background.

It may be understood that, a video with a larger quantity of currentlywatching users indicates that the video is more popular. Therefore, thevideos recommended in the video recommendation interface may be rankedaccording to quantities of currently watching users, and a video with alarger quantity of currently watching users is arranged close to thetop, that is, if a recommended video has a larger quantity of currentlywatching users, the recommended video is ranked closer to the top.

Additionally, the videos recommended in the video recommendationinterface may also be ranked according to time lengths for which thevideos join the video recommendation interface, that is, if a timelength is longer, a video is ranked closer to the top, or if a timelength is shorter, a video is ranked farther away from the top.

Moreover, the video recommended in the video recommendation interfacemay also be determined according to a requirement of a user requestingto watch a video. For example, a video preferred by users may be rankedclose to the top according to video preferences of users requesting towatch a video; and for another example, intimacy between users of targetvirtual roles corresponding to the videos and users requesting to watcha video may be analyzed, and the videos are ranked in the videorecommendation interface according to the intimacy.

After the data processing server adds the recommended video to the videorecommendation interface to perform recommendation, to enableparticipating users in the target virtual scene to learn that arecommended user exists in the target virtual scene, so that theparticipating users in the target virtual scene can more activelycontrol virtual roles to perform, the data server may send, to theparticipating users in the target virtual scene, notificationinformation indicating that the user corresponding to the target virtualrole is recommended to the video recommendation interface.

Referring to FIG. 8 , FIG. 8 shows a diagram of a signaling process ofsending notification information to a client by a data processingserver. The process may include the following steps:

Step S40A. The data processing server sends notification information toclients corresponding to participating users in a target virtual scene,the notification information being used to indicate that a usercorresponding to a target virtual role is recommended.

The notification information may be used to specifically indicate thatthe user corresponding to the target virtual role is recommended to thevideo recommendation interface.

Step S41A. The client receives the notification information, and thenjudges a relationship between the user corresponding to the targetvirtual role and a user of the client.

It may be understood that, the relationship between the usercorresponding to the target virtual role and the user of the client maybe: a same user, a teammate relationship in the target virtual scene, anopponent relationship in the target virtual scene and the like.

In an example, the notification information may carry the identifier ofthe user corresponding to the target virtual role; and after the user ofthe client participates in the target virtual scene, the client mayobtain an identifier of a user in the teammate relationship with theuser of the client and an identifier of a user in the opponentrelationship with the user of the client in the target virtual scene,thereby performing matching between the identifier of the usercorresponding to the target virtual role and each of the identifier ofthe user of the client, an identifier of a user in the teammaterelationship with the user of the client and an identifier of a user inthe opponent relationship with the user of the client.

If matching between the identifier of the user corresponding to thetarget virtual role and the identifier of the user of the client issuccessful, the user corresponding to the target virtual role may bedetermined as the user of the client; If matching between the identifierof the user corresponding to the target virtual role and an identifierof a user in the teammate relationship with the user of the client issuccessful, the user corresponding to the target virtual role may bedetermined as a teammate of the user of the client; and If matchingbetween the identifier of the user corresponding to the target virtualrole and an identifier of a user in the opponent relationship with theuser of the client is successful, the user corresponding to the targetvirtual role may be determined as an opponent of the user of the client.

Step S42A. The client outputs, if the client determines that the usercorresponding to the target virtual role is the user of the client,prompt information indicating that a local user is recommended to avideo recommendation interface.

Using a game background as an example, FIG. 9 shows a schematic diagramof outputting, by a client, prompt information indicating that a localuser is recommended to a video recommendation interface. When confirmingthat a local user is recommended, the client may output, in a gameinterface, the corresponding prompt information to the user for viewing.

Step S43A. The client outputs, if the client determines that the usercorresponding to the target virtual role is a teammate of the user ofthe client in the target virtual scene, prompt information indicatingthat the teammate is recommended to the video recommendation interface.

Likewise, using a game background as an example, FIG. 10 shows aschematic diagram of outputting, by a client, prompt informationindicating that a teammate is recommended to a video recommendationinterface. When confirming that a teammate of a local user isrecommended, the client may output, in a game interface, thecorresponding prompt information to the user for viewing.

Step S44A. The client outputs, if the client determines that the usercorresponding to the target virtual role is an opponent of the user ofthe client in the target virtual scene, prompt information indicatingthat the opponent is recommended to the video recommendation interface.

Still using a game background as an example, FIG. 11 shows a schematicdiagram of outputting, by a client, prompt information indicating thatan opponent is recommended to a video recommendation interface. Whenconfirming that an opponent of a local user is recommended, the clientmay output, in a game interface, the corresponding prompt information tothe user for viewing.

It should be noted that, step S42A, step S43A and step S44A aredifferent processing indications corresponding to differentrelationships between the user corresponding to the target virtual roleand the user of the client. Step S42A, step S43A and step S44A may be inparallel, and are not performed in a time order.

Additionally, as shown in FIG. 9 , FIG. 10 and FIG. 11 , the dataprocessing server may further send the quantity of currently watchingusers of the recommended video to clients corresponding to theparticipating users of the target virtual scene, so that when outputtingthe prompt information, the clients corresponding to the participatingusers of the target virtual scene may carry information about thequantity of currently watching users of the recommended video.

In an example, the data server may periodically send the quantity ofcurrently watching users of the recommended video to the client of theparticipating users corresponding to the target virtual scene, so thatthe clients refresh the quantity of currently watching users of therecommended video at a frequency, and prompt the refreshed quantity tothe users of the client.

In another example, the data processing server may periodically updatethe quantity of currently watching users of the recommended video, andsend the updated quantity of currently watching users to the clients ofthe participating users of the target virtual scene, so that the clientsof the participating users of the target virtual scene periodicallyrefresh the quantity of currently watching users of the recommendedvideo, and present the refreshed quantity to the users of the clients.

By using the method shown in FIG. 8 , the participating users of thetarget virtual scene are enabled to learn that a recommended videoexists in the target virtual scene, so that the participating users inthe target virtual scene can more actively control virtual roles toperform, to improve watching quality of the recommended video, and thenachieve an objective of recommending a high-quality video to a userrequesting to watch a video.

An arena game of an MOBA type is used as an example below. By using themethod for determining a recommended video provided in the embodimentsof the present disclosure, when an activity such as an online arena gameor match is held, a high-quality arena game video may be recommended toa user in the video recommendation interface of the game.

As shown in FIG. 12 , FIG. 12 is a schematic diagram of an applicationin a game arena scene according to an embodiment of the presentdisclosure. When matching is performed on an arena battle, arenamatching may be performed between game clients. After matching issuccessful, game clients of camps may be loaded with the game arenascene, and game roles of the game clients of the camps correspondinglyenter the game arena scene to perform an arena game.

A combat server may maintain arena battles, and record representationdata of the game roles in the game arena scene in the arena battles.

The game data processing server may determine, according to a particulartype of arena battle maintained by the combat server current (forexample, an arena battle of a match type, an arena battle of a userranking type and the like), a particular type of arena battle that iscurrently being performed, thereby determining candidate arena battles(an arena battle corresponds to a game arena scene).

The game data processing server determines, according to user levels ofparticipating users of the candidate arena battles, a target arenabattle in which the levels of the participating users all reach aspecified level (the target arena battle corresponds to a target gamearena scene).

The game data processing server may retrieve, from representation dataof each game role of the target arena battle, a slaying quantity, anassist quantity, and a death quantity of each game role of the targetarena battle; and divide a sum of the slaying quantity and the assistquantity of each game role by the death quantity, to determine a ratioindicating representation of a game role in the target arena battle.

The game data processing server determines, as a target game role, agame role whose gold coin obtaining quantity reaches an average value ofgold coin obtaining quantities of the target arena battle and whoseratio is largest, so as to generate a recommended video at a viewingangle of the target game role in the target game arena scene.

After generating the recommended video, the game data processing servermay judge whether the video recommendation pool has idle recommendationlocations. If yes, the game data processing server may add therecommended video, the role name of the target game role, and the username corresponding to the target game role to the video recommendationpool, thereby recommending the recommended video in the videorecommendation interface.

After a user requests to watch the recommended video recommended in thevideo recommendation interface, the game data processing server may addthe quantity of currently watching users of the recommended video by 1,and if a user exits watching, the quantity of currently watching usersof the recommended video is subtracted by 1. A game data server mayperiodically update the quantity of currently watching users of therecommended video.

Moreover, the game data server may further notify a message indicatingthat the user of the target game role is recommended to the videorecommendation interface, and the quantity of currently watching usersof the recommended video periodically updated by the game data server tousers of the target arena battle.

After the user of the target arena battle receives, by using the gameclient, the notification information sent by the game data server, if itis judged that the user of the target game role is a local user, theprompt information indicating that the local user is recommended and thequantity of currently watching users of the recommended video is outputin the game interface. In an implementation, the prompt information maybe output on a system chat channel of the game.

If the game client judges that the user of the target game role is ateammate of the local user, prompt information indicating that theteammate is recommended and the quantity of currently watching users ofthe recommended video is output in the game interface.

If the game client judges that the user of the target game role is anopponent of the local user, prompt information indicating that theopponent is recommended and the quantity of currently watching users ofthe recommended video is output in the game interface.

In an implementation, interaction between the combat server, the gamedata processing server and the game client may be forwarded by using anaccess server in the server cluster.

In this embodiment, a high-quality arena battle video that is currentlybeing performed may be determined and recommended. The recommended user,and a teammate and an opponent of the recommended user can all perceive,by using prompts of respective clients, that the recommended user existsin the current arena battle, thereby increasing competition andconfrontation of an arena battle, further improving quality of therecommended video, and also improving a probability of clicking therecommended video.

A data processing server provided in an embodiment of the presentdisclosure is described below, and cross reference may be performedbetween the data processing server described below and the content ofthe method described above. The content of the data processing serverdescribed below may be considered as a functional module architecture ofthe data processing server that needs to be set to implement the videorecommendation method provided in the embodiments of the presentdisclosure.

FIG. 13 is a structural block diagram of a data processing serveraccording to an embodiment of the present disclosure. Referring to FIG.13 , the data processing server may include:

-   -   a candidate scene determining module 100A, configured to        determine candidate virtual scenes, virtual roles existing in        the candidate virtual scenes, and the virtual roles being        manipulated by participating users;    -   a target scene selection module 200A, configured to select a        target virtual scene from the candidate virtual scenes;    -   a representation data determining module 300A, configured to        determine representation data of virtual roles of the target        virtual scene;    -   a target role selection module 400A, configured to select a        target virtual role from the virtual roles of the target virtual        scene according to the representation data of the virtual roles        of the target virtual scene; and    -   a first recommended video generation module 500A, configured to        generate a recommended video at a viewing angle of the target        virtual role in the target virtual scene.

In a possible implementation, the target role selection module 400A,configured to select a target virtual role from the virtual roles of thetarget virtual scene according to the representation data of the virtualroles of the target virtual scene, specifically includes:

-   -   a first determining unit, configured to determine a first type        of representation data and a second type of representation data        of the virtual roles of the target virtual scene, where a data        type of the first type of representation data is opposite to        that of the second type of representation data; and    -   a second determining unit, configured to separately determine        ratios of the first type of representation data to the second        type of representation data of the virtual roles, and determine        a virtual role whose ratio satisfies a predetermined ratio        condition as the target virtual role.

In a possible implementation, the selecting, by a target scene selectionmodule 200A, a target virtual scene from the candidate virtual scenesspecifically includes:

-   -   selecting the target virtual scene in which user characteristics        of participating users all conform to the specified user        characteristic from the candidate virtual scenes; or    -   selecting, from the candidate virtual scenes, the target virtual        scene whose running state conforms to a specified running state.    -   Additionally, FIG. 14 shows another structure of a data        processing server according to an embodiment of the present        disclosure. Referring to FIG. 13 and FIG. 14 , the data        processing server may further include:    -   a recommendation module 600A, configured to recommend the        recommended video to a video recommendation interface.

In a possible implementation, the recommendation module 600A, configuredto recommend the recommended video to a video recommendation interface,specifically includes:

-   -   a judging unit, configured to judge whether a video        recommendation pool currently has idle recommendation locations,        where the video recommendation pool maintains recommendation        locations corresponding to a video recommendation limit number        of the video recommendation interface, and a quantity of the        current idle recommendation locations of the video        recommendation pool corresponds to a recommendation quantity of        current idle videos of the video recommendation interface; and    -   a recommended video addition unit, configured to add, if the        video recommendation pool currently has idle recommendation        locations, the recommended video to the video recommendation        pool, to recommend the recommended video to the video        recommendation interface.

In a possible implementation, the recommendation module 600A may befurther configured to add a role identifier and a user identifier to thevideo recommendation pool when the recommended video is added to thevideo recommendation pool; and correspondingly, the video recommendationinterface may present the role identifier and the user identifier.

Additionally, FIG. 15 shows still another structure of a data processingserver according to an embodiment of the present disclosure. Referringto FIG. 13 and FIG. 15 , the data processing server may further include:

-   -   a notification module 700A, configured to send notification        information to clients corresponding to the participating users        in the target virtual scene, where the notification information        is used to indicate that a user corresponding to the target        virtual role is recommended.

In a possible implementation, referring to FIG. 15 , the data processingserver may further include:

-   -   a watching user quantity update module 800A, configured to        periodically update the quantity of currently watching users of        the recommended video; and    -   a user quantity sending module 900A, configured to send the        updated quantity of currently watching users to the clients        corresponding to the participating users in the target virtual        scene.

In a possible implementation, the user quantity sending module 900A andthe notification module 700A may be integrated, that is, when thenotification information is sent to the clients corresponding to theparticipating users in the target virtual scene, the notificationinformation carries the updated quantity of currently watching users.

In an example, under a game arena background, the determining, by thecandidate scene determining module 100A, candidate virtual scenes mayspecifically include:

-   -   determining, by the candidate scene determining module 100A,        candidate arena battles of a particular type that are currently        being performed, and determining game arena scenes corresponding        to the determined candidate arena battles as the candidate        virtual scenes. Virtual roles exist in the candidate virtual        scenes, and the virtual roles are manipulated by participating        users.

Correspondingly, the selecting, by a target scene selection module 200A,a target virtual scene from the candidate virtual scenes mayspecifically include:

-   -   determining, by the target scene selection module 200A according        to user levels of participating users of the candidate arena        battles, a target arena battle in which the levels of the        participating users all reach a specified level, where the        target arena battle corresponds to a target game arena scene.

Correspondingly, the determining, by a representation data determiningmodule 300A, representation data of virtual roles of the target virtualscene may specifically include:

-   -   determining, by the representation data determining module 300A,        representation data of each game role of the target arena        battle.

Correspondingly, the selecting, by the target role selection module400A, a target virtual role from the virtual roles of the target virtualscene according to the representation data of the virtual roles of thetarget virtual scene may specifically include:

-   -   retrieving, by the target role selection module 400A from        representation data of each game role of the target arena        battle, a slaying quantity, an assist quantity, and a death        quantity of each game role of the target arena battle;    -   dividing, by the target role selection module 400A, a sum of the        slaying quantity and the assist quantity of each game role by        the death quantity, to determine a ratio corresponding to each        game role; and    -   determining, by the target role selection module 400A, a game        role whose ratio is largest as the target game role.

Correspondingly, the generating, by a recommended video generationmodule 500A, a recommended video at a viewing angle of the targetvirtual role in the target virtual scene may specifically include:

-   -   generating, by the recommended video generation module 500A, a        recommended video at a viewing angle of the target game role in        the target game arena scene.

A hardware structure of a data processing server provided in anembodiment of the present disclosure may be shown in FIG. 16 ,including: a processor 1, a communication interface 2, a memory 3 and acommunication bus 4.

Communication among the processor 1, the communication interface 2, andthe memory 3 is implemented through the communication bus 4.

In a possible implementation, the communication interface 2 may be aninterface of a communication module, for example, an interface of a GSMmodule.

The processor 1 may be a Central Processing Unit (CPU) or an ApplicationSpecific Integrated Circuit (ASIC) or may be configured as one or moreintegrated circuits for implementing the embodiments of the presentdisclosure.

The memory 3 may include a high-speed RAM memory, may also include anon-volatile memory, for example, at least one magnetic disk memory.

The processor 1 may be specifically configured to:

-   -   determine candidate virtual scenes, virtual roles existing in        the candidate virtual scenes, and the virtual roles being        manipulated by participating users;    -   select a target virtual scene from the candidate virtual scenes;    -   determine representation data of virtual roles of the target        virtual scene;    -   select a target virtual role from the virtual roles of the        target virtual scene according to the representation data of the        virtual roles of the target virtual scene; and    -   generate a recommended video at a viewing angle of the target        virtual role in the target virtual scene.

With continuous development of Internet technologies, experience of amultiplayer online battle arena (MOBA) game also gradually becomes anentertainment item on which people are keen.

Currently, an MOBA game not only may be presented on a personal computer(PC), but also may be presented on a small-sized terminal, for example,a mobile phone or a portable multifunctional digital multimedia player,or a mini tablet computer, so as to enable a player to better experiencethe MOBA game. Moreover, to satisfy fight watching requirements of someusers, a fight watching function of the MOBA game may be further set ona PC, to enable a user to perform fight watching by using the PC.

The fight watching function, as a relatively important function in theMOBA game, needs to present a large quantity of fighting information tothe user, and further needs to enable the user to conveniently watchdetails in a combat. However, if a player intends to perform fightwatching on a small-sized terminal, there is a difficulty because thescreen of the small-sized terminal is usually relatively small and has ahigh resolution. If a fight watching interface on a PC isindiscriminately imitated to the small-sized terminal, much interfaceinformation is huddled together, it is difficult to recognize theinformation, an operation area on the interface also becomes quitesmall, and it is quite difficult to operate the operation area.

An embodiment of the present disclosure further provides a system fordetermining a recommended video, and a structure of the system fordetermining a recommended video may be the same as that shown in FIG. 1. For specific content, refer to the foregoing corresponding part.

The system for determining a recommended video provided in thisembodiment of the present disclosure may include: a data processingserver. The data processing server is configured to determine candidatevirtual scenes, virtual roles existing in the candidate virtual scenes,and the virtual roles being manipulated by participating users; select atarget virtual scene from the candidate virtual scenes; determinerepresentation data of virtual roles of the target virtual scene; selecta target virtual role from the virtual roles of the target virtual sceneaccording to the representation data of the virtual roles of the targetvirtual scene; and generate a recommended video at a viewing angle ofthe target virtual role in the target virtual scene.

In a possible implementation, the data processing server may be furtherconfigured to send notification information to clients corresponding toparticipating users in a target virtual scene, the notificationinformation being used to indicate that a user corresponding to a targetvirtual role is recommended.

Correspondingly, the system for determining a recommended video providedin this embodiment of the present disclosure may further include: aclient. The client may be configured to receive the notificationinformation, and judge a relationship between the user corresponding tothe target virtual role and a user of the client; output, if the clientdetermines that the user corresponding to the target virtual role is theuser of the client, prompt information indicating that a local user isrecommended to a video recommendation interface; output, if the clientdetermines that the user corresponding to the target virtual role is ateammate of the user of the client in the target virtual scene, promptinformation indicating that the teammate is recommended to the videorecommendation interface; and output, if the client determines that theuser corresponding to the target virtual role is an opponent of the userof the client in the target virtual scene, prompt information indicatingthat the opponent is recommended to the video recommendation interface.

In a possible implementation, the notification information carries theidentifier of the user corresponding to the target virtual role; and thejudging, by the terminal, a relationship between the user correspondingto the target virtual role and a user of the client may specificallyinclude:

obtaining, by the terminal, an identifier of a user in the teammaterelationship with the user of the client and an identifier of a user inthe opponent relationship with the user of the client in the targetvirtual scene;

performing, by the terminal, matching between the identifier of the usercorresponding to the target virtual role and each of the identifier ofthe user of the client, an identifier of a user in the teammaterelationship with the user of the client and an identifier of a user inthe opponent relationship with the user of the client; and

if matching between the identifier of the user corresponding to thetarget virtual role and the identifier of the user of the client issuccessful, determining, by the terminal, the user corresponding to thetarget virtual role as the user of the client; if matching between theidentifier of the user corresponding to the target virtual role and anidentifier of a user in the teammate relationship with the user of theclient is successful, determining, by the terminal, the usercorresponding to the target virtual role as a teammate of the user ofthe client; and if matching between the identifier of the usercorresponding to the target virtual role and an identifier of a user inthe opponent relationship with the user of the client is successful,determining, by the terminal, the user corresponding to the targetvirtual role as an opponent of the user of the client.

In a possible implementation, the data processing server may be furtherconfigured to periodically update the quantity of currently watchingusers of the recommended video; and send the updated quantity ofcurrently watching users to the clients corresponding to theparticipating users in the target virtual scene.

In a possible implementation, the client may be further configured toadd, when the prompt information is output, the received quantity ofcurrently watching users of the recommended video to the promptinformation.

In this embodiment of the present disclosure, a high-quality virtualscene video that is currently being performed may be recommended, toimprove a probability of clicking the recommended video.

An embodiment of the present disclosure further provides an informationdisplay method and a terminal. Only more important preset primaryinformation during fighting may be presented on a display interface of aterminal, and unimportant preset secondary information is hidden, toensure that a user has a sufficiently large fight watching area, so thatvarious details in a combat can be seen, so as to improve operability ofthe solution.

It should be understood that, the present disclosure is applied to aninformation display system. Referring to FIG. 17 , FIG. 17 is anarchitectural diagram of an information display system according to anembodiment of the present disclosure. As shown in FIG. 17 , for an MOBAgame, in addition to becoming a player in the game, a user may furtherwatch, at a viewing angle of an “outsider”, another player performingthe game. For example, a player not in the game may watch, by using acurrent popular live platform, another player performing the game, so asto obtain experience and pleasure. However, in this solution, directfight watching may be further performed in the MOBA game, that is, auser triggers the fight watching function on the terminal, so that theterminal requests, from the server, operation information of a pluralityof fighting objects in a current fight watching round.

The terminal collects, according to the operation information of thefighting objects delivered by the server, statistics on operationstatistics results on the background, and then divides these operationstatistics results into preset primary information and preset secondaryinformation by using a preset rule, where an importance level of thepreset primary information is usually higher than that of the presetsecondary information. To ensure that a fight watching area of a user issufficiently large, the terminal needs to only display the presetprimary information that is relatively basic and important on thedisplay interface, and if the user intends to watch the preset secondaryinformation, the preset secondary information may also be called out byusing a corresponding operation. When a fight watching mode of the MOBAgame is enabled, only the preset primary information, or only the presetsecondary information, or both the preset primary information and thepreset secondary information, or neither the preset primary informationnor the preset secondary information may be displayed in the defaultfight watching interface, and this is not limited in this solution.

It should be noted that, the terminal in this solution may bespecifically a small-sized terminal, for example a mobile phone, a minitablet computer or a portable multifunctional digital multimedia player.Because this type of terminal has a relatively small display screen, itis relatively difficult to display fighting details of the MOBA game onthe relatively small display screen. Therefore, the present disclosureis dedicated to resolving a problem of displaying fight watching detailsin a small interface.

For convenience of understanding, referring to FIG. 18 , FIG. 18 is aschematic diagram of an interaction embodiment of an information displaymethod according to an embodiment of the present disclosure. As shown inthe figure, in step 101B: after a terminal requests operationinformation of a plurality of fighting objects in a fighting round, aserver delivers the operation information. In step 102B: the terminalcalculates operation statistics results on the background by using theoperation information of the plurality of fighting objects. Usually, theoperation statistics results include detailed fighting data of theplurality of fighting objects, but some fighting data is relativelybasic, and some fighting data may be considered as advanced data, thatis, a fight watching experience is not deteriorated without the advanceddata. In step 103B: the terminal distinguishes the operation statisticsresults according to a preset rule, and obtains first presentationinformation of a basic type and second presentation information of anadvanced type. In step 104B: display the first presentation information,and not limit whether the second presentation information needs to bepresented.

An information display method in the present disclosure is describedbelow from the perspective of a terminal. Referring to FIG. 19 , anembodiment of an information display method in an embodiment of thepresent disclosure includes the following steps:

201B. Obtain operation information of a plurality of fighting objectsfrom a server.

In this embodiment, when a user triggers a fight watching request for anMOBA game, the terminal obtains, from the server, operation informationof a plurality of fighting objects in a fighting round in the MOBA gamerequested by the user. If two teams are performing fighting in afighting round, and each team has 5 members, the terminal may obtainoperation information of 10 fighting objects of two teams in total.

The operation information of the fighting objects may include objectmovement information, object attack information, object under attackinformation, object skill launching information and the like.

202B. Determine operation statistics results according to the operationinformation of the plurality of fighting objects.

In this embodiment, the terminal may collect statistics on the operationstatistics results according to the received operation information ofthe fighting objects. For example, the terminal may collect statisticson a quantity of times of slaying enemies by a fighting object within aperiod of time in a fighting round, and may further collect statisticson a quantity of times of assisting a teammate in slaying enemies by thefighting object within the period of time in the fighting round. Inactual application, the operation statistics results may further includemore fighting information that is not listed one by one herein.

203B. Divide the operation statistics results into first presentationinformation and second presentation information according to a presetrule, the first presentation information being preset primaryinformation in the operation statistics results, and the secondpresentation information being preset secondary information in theoperation statistics results.

In this embodiment, the terminal divides the obtained operationstatistics results into different types of information according to apreset rule, and the operation statistics results are usuallydistinguished according to different importance levels of information ordifferent viewing angles. The terminal divides the operation statisticsresults to obtain the first presentation information and the secondpresentation information, where a division rule for the firstpresentation information and the second presentation information may bepreset by a user, relatively basic fighting information in the MOBA gameis used as the preset primary information, that is, the firstpresentation information, and advanced fighting information is used asthe preset secondary information, that is, the second presentationinformation.

It should be noted that, the terminal may further divide the operationstatistics results into more than two types of information, and adivision manner for a same type of information is preset by the user. Inthis solution, the preset primary information and the preset secondaryinformation are used as an example to perform description. However, thisdoes not constitute any limitation on this solution.

204B. Present the first presentation information on a terminal displayinterface.

In this embodiment, the terminal displays the first presentationinformation on the display interface by default, that is, displaysfighting information that is more basic. The second presentationinformation may be hidden in the terminal display interface, or may bepresented in the display interface as the first presentation informationis done. However, to leave more visual space on the relatively smallterminal display interface for the user to watch details in a combat,the second presentation information is usually hidden.

In this embodiment, an information display method is provided. Theterminal obtains operation information of each game object from theserver, then determines the operation statistics results according tothe operation information, uses, according to a preset rule, animportant part of the operation statistics results as the firstpresentation information, and an unimportant part of the operationstatistics results as the second presentation information, and finallypresents the first presentation information on the terminal displayinterface. By using the foregoing manner, only more important presetprimary information during fighting may be presented on a displayinterface of a terminal, and unimportant preset secondary information ishidden, to ensure that a user has a sufficiently large fight watchingarea, so that various details in a combat can be seen, so as to improveoperability of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 19 , in a first embodiment of the informationdisplay method according to this embodiment of the present disclosure,the dividing the operation statistics results into first presentationinformation and second presentation information according to a presetrule may include:

-   -   detecting personal operation information of a primary fighting        object and basic operation information of a plurality of        fighting players that are included in the operation statistics        results, where the primary fighting object is one of the        plurality of fighting objects, and the plurality of fighting        players is other objects of the plurality of fighting objects        than the primary fighting object;    -   determining the personal operation information of the primary        fighting object as the second presentation information; and    -   determining the basic operation information of the plurality of        fighting players as the first presentation information.

In this embodiment, the operation statistics results obtained by theterminal may be further classified according to a preset rule, where afrequently used preset rule is dividing operation statistics informationaccording to a fight watching viewing angle, information seen at the GodView during fight watching is used as basic operation information, andinformation seen at a viewing angle of a player during fight watching isused as personal operation information.

In an example, a game named “King of Glory” may be used as an example toperform description. In the game, a fight watching user may see basicoperation information of both players, and the basic operationinformation is the first presentation information, for example, a roleicon of each fighting object in the game, a quantity of times of slayingenemies, a quantity of death times, a quantity of times of assisting ateammate, a total quantity of obtained virtual coins, a life value, askill value and a revival time. A fighting object corresponds to a gameplayer.

Moreover, a fight watching user in the game may further watch detailedinformation of a player at a primary viewing angle, the player at theprimary viewing angle is the primary fighting object, the primaryfighting object is one of a plurality of current fighting objects, andthe primary fighting object is also self-defined and selected by theuser. The detailed information of the primary fighting object includesthe personal operation information of the primary fighting object, thatis, the second presentation information, for example, a skill type usedby a role, a specific combat power index and equipment information.

It should be noted that, the first presentation information may bepresented on two sides of the terminal display interface, and the secondpresentation information may be presented below the terminal displayinterface. In actual application, the first presentation information maybe presented on a side of the terminal display interface, and the secondpresentation information is presented above the terminal displayinterface. A specific presentation location may be specified accordingto a user requirement and therefore is not limited herein.

Secondly, in this embodiment of the present disclosure, the rule throughwhich the terminal distinguishes the first presentation information andthe second presentation information is described, where a manner is:basic operation information of a plurality of fighting players is usedas the first presentation information, and personal operationinformation of the primary fighting object is used as the secondpresentation information. By using the foregoing manner, the operationstatistics results of the fighting objects are distinguished accordingto importance levels, and the importance levels may be judged accordingto a difference between viewing angles, so that different presentationinformation may be switched according to a user requirement in a fightwatching process, thereby improving flexibility and practicability ofthe s solution.

In a possible implementation, based on FIG. 19 and the foregoing firstembodiment corresponding to FIG. 19 , in a second optional embodiment ofthe information display method according to this embodiment of thepresent disclosure, after the dividing the operation statistics resultsinto first presentation information and second presentation informationaccording to a preset rule, the method may further include:

-   -   receiving a first information display instruction; and    -   presenting the second presentation information on the terminal        display interface according to the first information display        instruction.

In this embodiment, after distinguishing the first presentationinformation and the second presentation information according to apreset rule, the terminal may further receive the first informationdisplay instruction triggered by the user, and then call out the secondpresentation information on the terminal display interface according tothe first information display instruction.

For convenience of understanding, a game named “King of Glory” is usedas an example to perform description below. Referring to FIG. 20 , FIG.20 is a schematic diagram of an interface of an interactive applicationaccording to an embodiment of the present disclosure. As shown in thefigure, the second presentation information may be further presentedbelow the display interface, and such interface design may present amiddle display area of the interface to the user for watching, so as tosee more details. An operation of turning on the second presentationinformation may be specifically clicking an arrow button right above aninformation bar, and the information bar is used to present the secondpresentation information.

Thirdly, in this embodiment of the present disclosure, if a user needsto view some unimportant information in a massive multiplayer onlinegame, the first information display instruction may be triggered, sothat the terminal presents the second presentation information on thedisplay interface according to the instruction triggered by the user. Byusing the foregoing manner, operation information of one or morefighting objects in the massive multiplayer online game can be morecomprehensively reflected, and moreover, the terminal can furtherpresent the second presentation information according to a userrequirement, thereby improving operability and flexibility of thesolution.

In a possible implementation, based on the foregoing second embodimentcorresponding to FIG. 19 , in a third optional embodiment of theinformation display method according to this embodiment of the presentdisclosure, after the presenting the second presentation information onthe terminal display interface according to the first informationdisplay instruction, the method may further include:

-   -   receiving a first information hiding instruction; and    -   hiding the second presentation information on the terminal        display interface according to the first information hiding        instruction.

In this embodiment, if the current terminal display interface alreadydisplays the second presentation information, the user may furtherdetermine, according to a need, whether to continue to watch the secondpresentation information. When the user does not intend to continue towatch the second presentation information, the user triggers the firstinformation hiding instruction, and the terminal hides, according to thefirst information hiding instruction triggered by the user, the secondpresentation information displayed on the terminal display interface.

For convenience of understanding, a game named “King of Glory” is usedas an example to perform description below. Referring to FIG. 21 , FIG.21 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure. Asshown in the figure, an information bar used to present the secondpresentation information may be hidden on the terminal displayinterface, there is an arrow button right above the information bar, andthe first information hiding instruction is triggered by clicking thearrow button. In this case, the terminal interface hides the secondpresentation information, and if the arrow button is again clicked, itis considered that the first information display instruction istriggered. Therefore, the second presentation information is againdisplayed. It can be known with reference to FIG. 20 and FIG. 21 that,the information bar used to display the second presentation informationcan be flexibly pulled.

Moreover, in this embodiment of the present disclosure, after the secondpresentation information is presented on the terminal display interface,if the user does not intend to continue to view the information, theuser may further trigger the first information hiding instruction, sothat the terminal again hides the second presentation informationaccording to the first information hiding instruction. By using theforegoing manner, on one hand, the information presented on the terminaldisplay interface may be adjusted in real time according to a userrequirement, to improve flexibility of the solution; and on the otherhand, when the second presentation information is hidden, the terminaldisplay interface makes more space for presenting combat situations inthe massive multiplayer online game, so as to present a better visionexperience effect to the user.

In a possible implementation, based on the foregoing second embodimentcorresponding to FIG. 19 , in a fourth optional embodiment of theinformation display method according to this embodiment of the presentdisclosure, the presenting the first presentation information on aterminal display interface may include:

-   -   presenting the first presentation information at a first        interface display layer of the terminal display interface; and    -   the presenting the second presentation information on a terminal        display interface may include:    -   presenting the second presentation information at a second        interface display layer of the terminal display interface, where        the first presentation information displayed at the first        interface display layer does not overlap with the second        presentation information displayed at the second interface        display layer.

In this embodiment, a method for presenting information by usingdifferent interface display layers is provided, that is, the terminaldisplay interface is divided into a first interface display layer and asecond interface display layer, the first presentation information isdisplayed on the first interface display layer, and the secondpresentation information is displayed on the second interface displaylayer.

For convenience of understanding, a game named “King of Glory” is usedas an example to perform description below. Referring to FIG. 22 , FIG.22 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure. Asshown in the figure, the first interface display layer is presented onthe display interface, and the first interface display layer further hasdetailed game data of each game player. In this case, the secondinterface display layer is not called out. If the second interfacedisplay layer is called out, as shown in FIG. 20 , two interface displaylayers exist simultaneously, and the first presentation information andthe second presentation information are displayed simultaneously. Toenable the user to clearly see information content, the firstpresentation information and the second presentation information do notoverlap.

Both the first interface display layer and the second interface displaylayer are interface icon layers, that is, a corresponding icon should bepresented on each layer of interface, so as to satisfy a need forinformation presentation.

Moreover, in this embodiment of the present disclosure, the terminaldisplay interface may be further divided into a primary interface and asecondary interface, that is, the first interface display layer and thesecond interface display layer. The first presentation information thatis more basic and important is displayed in the first interface displaylayer, and the more detailed second presentation information isdisplayed in the second interface display layer. By using the foregoingmanner, the terminal display interface may be layered to presentpresentation information of a corresponding layer, so that an entirelayer may be directly superposed or replaced, and it is not required tosuperpose or replace some presentation information at a same layer,thereby reducing modularization processing, so as to improve applicationefficiency of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 19 , in a fifth optional embodiment of theinformation display method according to this embodiment of the presentdisclosure, after the dividing the operation statistics results intofirst presentation information and second presentation informationaccording to a preset rule, the method may further include:

-   -   sending a second information display instruction to the server,        where the second information display instruction is used to        instruct the server to determine interaction statistics        information according to the operation information of the        plurality of fighting objects;    -   receiving the interaction statistics information sent by the        server; and    -   presenting the interaction statistics information on the        terminal display interface.

In this embodiment, at many moments, in addition to intending to seeoperation details of fighting of both parties in a fight watchingprocess, the user further intends to be capable of seeing informationsuch as more fighting data and evaluation on a combat. Therefore, theuser needs to send the second information display instruction to theserver by using the terminal, and the server collects statistics oninteraction statistics information of a plurality of fighting objectsaccording to the second information display instruction, and thendelivers the interaction statistics information to the terminal, so thatthe terminal may display the interaction statistics information on thedisplay interface.

For convenience of understanding, a game named “King of Glory” is usedas an example to perform description below. Referring to FIG. 23 , FIG.23 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure. Asshown in the figure, when a user clicks an information panel buttonright above a game interface, a combat detailed information interfacepops up, that is, the server collects statistics on interactionstatistics information at a background. On this interface aggregation,combat information of all fighting players, role attribute information,experience trend diagrams of both players, an economics trend diagramand the like may be watched.

It should be noted that, the presentation manner of the interactionstatistics information in FIG. 23 is only an example, and should not beunderstood as a limitation on this solution.

In this embodiment of the present disclosure, when the user intends tounderstand specific representation of each fighting object in a massivemultiplayer online game in a period of time, the user may furthertrigger the second information display instruction to the server byusing the terminal, so that the server generates interaction statisticsinformation of each fighting object according to the instruction, andthe terminal receives the interaction statistics information deliveredby the server and presents the interaction statistics information to theuser. By using the foregoing manner, the user may see more detailedfighting situations on the terminal display interface, to satisfy arequirement of the user for obtaining each piece of information in themassive multiplayer online game, thereby improving practicability andflexibility of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 19 , in a sixth optional embodiment of theinformation display method according to this embodiment of the presentdisclosure, after the dividing the operation statistics results intofirst presentation information and second presentation informationaccording to a preset rule, the method may further include:

-   -   receiving a second information hiding instruction; and    -   hiding the first presentation information and the second        presentation information on the terminal display interface        according to the second information hiding instruction.

In this embodiment, if the current user intends to only watch combatdetails between players on the terminal display interface, and does notneed to watch specific fighting data, the user may trigger the secondinformation hiding instruction, and the terminal hides the firstpresentation information and the second presentation information on thedisplay interface according to the second information hidinginstruction, so that the user may watch the combat details of theplayers in full screen mode.

For convenience of understanding, a game named “King of Glory” is usedas an example to perform description below. Referring to FIG. 24 , FIG.24 is a schematic diagram of another interface of an interactiveapplication according to an embodiment of the present disclosure. Asshown in the figure, when a user clicks an all-interface hiding buttonright above an interface, the first presentation information located attwo sides and the second presentation information located right beloware both hidden. Meanwhile, a fight watching lens may be furtherelevated, and a viewing angle is adjusted in a manner of increasing adepression angle, so that the user may see more combat areas.

An interface of the interactive application hiding the firstpresentation information and the second presentation information isbasically consistent with an interface seed by a player that iscurrently performing an operation, and only a difference exists betweena fight watching angle and a game angle, thereby enabling the user tobetter enter a game state.

Secondly, in this embodiment of the present disclosure, when the userintends to see more combat areas in the massive multiplayer online gamein the fight watching process, the user may further trigger the secondinformation hiding instruction, so that the terminal hides both thefirst presentation information and the second presentation informationon the terminal display interface according to the second informationhiding instruction. By using the foregoing manner, watching experienceof the massive multiplayer online game may be improved, and moreoverrequirements of the users for different watching habits can be furthersatisfied, thereby improving flexibility and diversity of the solution.

For convenience of understanding, an information display method in thepresent disclosure may be described in detail by using a specificapplication scenario below. Referring to FIG. 25 , FIG. 25 is aschematic diagram of an information display process in an applicationscenario. The process is specifically:

Step 301B. Load a game client installed in a terminal with operationinformation of players delivered by a server, where the players arespecifically game players that are currently in a fighting round.

Step 302B. Simulate, according to the operation information of theplayers delivered by the server, operations of the players, for example,behaviors such as movement, attack and skill release of roles on anoperation layer of the game client.

Step 303B. Respectively simulate the operations of the players accordingto the operation information of the players delivered by the server, andcalculate results of various types of information, that is, operationstatistics results according to the simulated operations.

Step 304B. The terminal extracts operation statistics results that needto be presented to users on a user interface (UI) layer, and classifiesthe operation statistics results, where a classification manner is shownin step 305B and step 307B.

Step 305B. The terminal directly identifies important primaryinformation in the operation statistics results by using aclassification rule, where the operation statistics results includedifferent types of player information, and the classification rule forthe information is already preset in the terminal.

Step 306B. The terminal presents the important primary information inthe operation statistics results on a primary UI layer by default.

Step 307B. Similar to step 305B, the terminal identifies secondaryinformation in the operation statistics results still by using theclassification rule, where an importance level of the secondaryinformation is considered lower than that of the primary information.

Step 308B. The terminal presents the secondary information on asecondary UI layer, and moreover may further hide the secondary UI layeraccording to a user requirement, that is, only display the primary UIlayer on the terminal display interface.

Step 309B. Combine the operation layer and the primary UI layer into abasic function of fight watching.

Step 310B. Judge, in a user fight watching process in real time, whethera user clicks a switch of the secondary UI layer, and if yes, enter step311B; otherwise jump to step 309B, and continue to perform basic fightwatching.

Step 311B. If it is detected in step 310B that the user clicks theswitch of the secondary UI layer in the fight watching process, displaycontent of the secondary UI layer on the terminal display interface.

A terminal in the present disclosure is described in detail below.Referring to FIG. 26 , a terminal 40 in an embodiment of the presentdisclosure includes:

-   -   an obtaining module 401B, configured to obtain operation        information of a plurality of fighting objects from a server;    -   a determining module 402B, configured to determine operation        statistics results according to the operation information of the        plurality of fighting objects obtained by the obtaining module        401B;    -   a division module 403B, configured to divide the operation        statistics results determined by the determining module 402B        into first presentation information and second presentation        information according to a preset rule, the first presentation        information being preset primary information in the operation        statistics results, and the second presentation information        being preset secondary information in the operation statistics        results; and    -   a first presentation module 404B, configured to present, on a        terminal display interface, the first presentation information        obtained through division performed by the division module 403B.

In this embodiment, the obtaining module 401B obtains operationinformation of a plurality of fighting objects from a server; thedetermining module 402B determines operation statistics resultsaccording to the operation information of the plurality of fightingobjects obtained by the obtaining module 401B; the division module 403Bdivides the operation statistics results determined by the determiningmodule 402B into first presentation information and second presentationinformation according to a preset rule, the first presentationinformation being preset primary information in the operation statisticsresults, and the second presentation information being preset secondaryinformation in the operation statistics results; and the firstpresentation module 404B presents, on a terminal display interface, thefirst presentation information obtained through division performed bythe division module 403B.

In this embodiment of the present disclosure, an information displayterminal is provided. The terminal obtains operation information of eachgame object from the server, then determines the operation statisticsresults according to the operation information, uses, according to apreset rule, an important part of the operation statistics results asthe first presentation information, and an unimportant part of theoperation statistics results as the second presentation information, andfinally presents the first presentation information on the terminaldisplay interface. By using the foregoing manner, only more importantpreset primary information during fighting may be presented on a displayinterface of a terminal, and unimportant preset secondary information ishidden, to ensure that a user has a sufficiently large fight watchingarea, so that various details in a combat can be seen, so as to improveoperability of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 26 , referring to FIG. 27 , in another embodimentof the terminal 40B according to this embodiment of the presentdisclosure, the division module 403B includes:

-   -   a detection unit 4031B, configured to detect personal operation        information of    -   a primary fighting object and basic operation information of a        plurality of fighting players that are included in the operation        statistics results, where the primary fighting object is one of        the plurality of fighting objects;    -   a first determining unit 4032B, configured to determine the        personal operation information of the primary fighting object        detected by the detection unit 4031B as the second presentation        information; and    -   a second determining unit 4033B, configured to determine the        basic operation information of the plurality of fighting players        detected by the detection unit 4031B as the first presentation        information.

Secondly, in this embodiment of the present disclosure, the rule throughwhich the terminal distinguishes the first presentation information andthe second presentation information is described, where a manner is:basic operation information of a plurality of fighting players is usedas the first presentation information, and personal operationinformation of the primary fighting object is used as the secondpresentation information. By using the foregoing manner, the operationstatistics results of the fighting objects are distinguished accordingto importance levels, and the importance levels may be judged accordingto a difference between viewing angles, so that different presentationinformation may be switched according to a user requirement in a fightwatching process, thereby improving flexibility and practicability ofthe s solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 26 or FIG. 27 , referring to FIG. 28 , in anotherembodiment of the terminal 40B according to this embodiment of thepresent disclosure,

-   -   the terminal 40B further includes:    -   a first receiving module 405B, configured to receive the first        information display instruction after the division module 403B        divides the operation statistics results into the first        presentation information and the second presentation information        according to the preset rule; and    -   a second presentation module 406B, configured to present the        second presentation information on the terminal display        interface according to the first information display instruction        received by the first receiving module 405B.

Thirdly, in this embodiment of the present disclosure, if a user needsto view some unimportant information in a massive multiplayer onlinegame, the first information display instruction may be triggered, sothat the terminal presents the second presentation information on thedisplay interface according to the instruction triggered by the user. Byusing the foregoing manner, operation information of one or morefighting objects in the massive multiplayer online game can be morecomprehensively reflected, and moreover, the terminal can furtherpresent the second presentation information according to a userrequirement, thereby improving operability and flexibility of thesolution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 28 , referring to FIG. 29 , in another embodimentof the terminal 40B according to this embodiment of the presentdisclosure,

-   -   the terminal 40B further includes:    -   a second receiving module 407B, configured to receive the first        information hiding instruction after the second presentation        module 406B presents the second presentation information on the        terminal display interface according to the first information        display instruction; and    -   a first hiding module 408B, configured to hide the second        presentation information on the terminal display interface        according to the first information hiding instruction received        by the second receiving module 407B.

Further, in this embodiment of the present disclosure, after the secondpresentation information is presented on the terminal display interface,if the user does not intend to continue to view the information, theuser may further trigger the first information hiding instruction, sothat the terminal again hides the second presentation informationaccording to the first information hiding instruction. By using theforegoing manner, on one hand, the information presented on the terminaldisplay interface may be adjusted in real time according to a userrequirement, to improve flexibility of the solution; and on the otherhand, when the second presentation information is hidden, the terminaldisplay interface makes more space for presenting combat situations inthe massive multiplayer online game, so as to present a better visionexperience effect to the user.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 28 , referring to FIG. 30 , in another embodimentof the terminal 40B according to this embodiment of the presentdisclosure,

-   -   the first presentation module 404B includes:    -   a first presentation unit 4041B, configured to present the first        presentation information at a first interface display layer of        the terminal display interface; and    -   the second presentation module 406B includes:    -   a second presentation unit 4061B, configured to present the        second presentation information at a second interface display        layer of the terminal display interface, where the first        presentation information displayed at the first interface        display layer does not overlap with the second presentation        information displayed at the second interface display layer.

Further, in this embodiment of the present disclosure, the terminaldisplay interface may be further divided into a primary interface and asecondary interface, that is, the first interface display layer and thesecond interface display layer. The first presentation information thatis more basic and important is displayed in the first interface displaylayer, and the more detailed second presentation information isdisplayed in the second interface display layer. By using the foregoingmanner, the terminal display interface may be layered to presentpresentation information of a corresponding layer, so that an entirelayer may be directly superposed or replaced, and it is not required tosuperpose or replace some presentation information at a same layer,thereby reducing modularization processing, so as to improve applicationefficiency of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 26 , referring to FIG. 31 , in another embodimentof the terminal 40B according to this embodiment of the presentdisclosure,

-   -   the terminal 40B further includes:    -   a sending module 409B, configured to send, after the division        module 403B divides the operation statistics results into the        first presentation information and the second presentation        information according to the preset rule, a second information        display instruction to the server, where the second information        display instruction is used to instruct the server to determine        interaction statistics information according to the operation        information of the plurality of fighting objects;    -   a third receiving module 410B, configured to receive the        interaction statistics information sent by the server; and    -   a third presentation module 411B, configured to present, on the        terminal display interface, the interaction statistics        information received by the third receiving module 410B.

Secondly, in this embodiment of the present disclosure, when the userintends to understand specific representation of each fighting object ina massive multiplayer online game in a period of time, the user mayfurther trigger the second information display instruction to the serverby using the terminal, so that the server generates interactionstatistics information of each fighting object according to theinstruction, and the terminal receives the interaction statisticsinformation delivered by the server and presents the interactionstatistics information to the user. By using the foregoing manner, theuser may see more detailed fighting situations on the terminal displayinterface, to satisfy a requirement of the user for obtaining each pieceof information in the massive multiplayer online game, thereby improvingpracticability and flexibility of the solution.

In a possible implementation, based on the foregoing embodimentcorresponding to FIG. 26 , referring to FIG. 32 , in another embodimentof the terminal 40B according to this embodiment of the presentdisclosure,

-   -   the terminal 40B further includes:    -   a fourth receiving module 412B, configured to receive the second        information hiding instruction after the division module 403B        divides the operation statistics results into the first        presentation information and the second presentation information        according to the preset rule; and    -   a second hiding module 413B, configured to hide the first        presentation information and the second presentation information        on the terminal display interface according to the second        information hiding instruction received by the fourth receiving        module 412B.

Secondly, in this embodiment of the present disclosure, when the userintends to see more combat areas in the interactive application in thefight watching process, the user may further trigger the secondinformation hiding instruction, so that the terminal hides both thefirst presentation information and the second presentation informationon the terminal display interface according to the second informationhiding instruction. By using the foregoing manner, watching experienceof the massive multiplayer online game may be improved, and moreoverrequirements of the users for different watching habits can be furthersatisfied, thereby improving flexibility and diversity of the solution.

In a multiplayer online battle arena (MOBA) game, players usually needto buy equipment in a combat, the players are usually divided into twoteams, the two teams compete with each other in a dispersive game map,and each player controls a selected role by using an interface of areal-time strategy (RTS) game style. In this type of game, commonorganization units such as building groups, resources, training troopsand the like usually do not need to be operated in the RTS game, and aplayer may complete the combat only by controlling a role selected bythe player.

In an MOBA game design implementation process, a method used in anexisting technology is a game design manner in which states aresynchronized. In a communication manner of this game, a key state of theserver is used as a synchronization dimension, game logic performscalculation on the server, and then the server synchronizes key data ina game scene to each client according to a period or key time point. Theclient only needs to receive a state change transferred by the server,and then updates a local action state of the client, a buffer state, andlocation data. Therefore, the client usually only makes representationin a corresponding state.

In the foregoing state synchronization manner, a data amount increaseswith a quantity of information that needs to be synchronized, and forthe MOBA game, a large quantity of information usually needs to beoperated. If all the information needs to be synchronized, a data amountcannot be accepted. Another design method used in the existingtechnology is a frame synchronization game design manner. A framesynchronization game is different from a conventional statesynchronization game in that, a communication manner uses an inputoperation of a player as a synchronization dimension. States do not needto be synchronized in frame synchronization, and only operations need tobe synchronized. After each client accepts an operation, operations mayreach a consistent state by using calculation. In such case, even if adata amount is large, a synchronization amount does not increaseaccordingly.

Currently, in an MOBA game designed in a state synchronization mannersuch as League of Legends, an online fight watching function isprovided, so that other game users than both parties joining a battlecan also synchronously watch the game. Online fight watching implementedbased on game state synchronization is the same as a normal game, afight watching client receives a state synchronization message broadcastby the server, and the fight watching client then makes simplecalculation and representation. Because the state synchronization gameneeds to frequently synchronize game states between the server and theclient, this causes a huge data amount, and in particular, a mobilephone game user is very sensitive to it. Because state synchronizationneeds to synchronize a large quantity of data in the fight watchingprocess, a player inevitably needs to consume relatively large trafficin the fight watching process, causing a sharp increase in communicationtraffic.

To sum up, it can be known that, in an MOBA game designed by using statesynchronization, when implementing online fight watching, a client of amobile phone generates a large quantity of communication traffic.Although in an MOBA game designed by using frame synchronization, aclient joining a battle can consume a small amount of traffic to performa game fighting function, the MOBA game designed by using framesynchronization cannot implement the fight watching function, and cannotsatisfy a requirement in which the client of the mobile phone implementsfight watching in the frame synchronization game.

Based on this, an embodiment of the present disclosure provides a dataprocessing method based on frame synchronization, a server and a client,to display, by a client in a frame synchronization scene, a simulationobject operated by another client.

An embodiment of the data processing method based on framesynchronization of the present disclosure may be specifically applied toa scene in which a user operates a client of the user to watch fightingof a simulation object operated by another client. In this embodiment ofthe present disclosure, a frame synchronization scene may bespecifically a frame synchronization game scene, or may be a framesynchronization operation scene for an application program, for example,a frame synchronization application operation scene for office software,a frame synchronization application operation scene for a role and thelike. Using a game scene as an example, an MOBA (multiplayer onlinebattle arena) game such as League of Legends and the like provides anonline fight watching function, but provides no playback function. Thishas a huge relationship with a game implementation. Because a statesynchronization game needs to frequently synchronize game states betweenthe server and the client, this causes a huge data amount and a sharpincrease in communication traffic, and moreover is also unfavorable toimplementation of a local playback function. In this embodiment of thepresent disclosure, the fight watching function may be implemented basedon the frame synchronization game, traffic consumption can be greatlyreduced in the watching process, and a playback function is alsoprovided to a player.

The fight watching solution based on state synchronization has manyproblems. On one hand, there is a traffic problem. In the statesynchronization process, a large quantity of data needs to besynchronized. Therefore, a player inevitably needs to consume relativelylarge traffic in the watching process. On the other hand, there is alocal playback problem. Match playback watching is a large requirementof an MOBA player, and match playback storage based on statesynchronization not only has a difficulty in technical implementation,but also causes an excessively large playback file, deteriorating useexperience of a user. To resolve the foregoing problem, an embodiment ofthe present disclosure provides a solution of a server, a first clientand a second client. Description is first made from a side of theserver. Referring to FIG. 33 , an embodiment of the present disclosureprovides a data processing method based on frame synchronization, andthe method may include the following steps:

101C. The server receives an input command from a first client, andgenerates frame synchronization command sequences according to the inputcommand, the input command being used to control any simulation objectdisplayed in a frame synchronization scene.

It should be noted that, in some scenes, a user may manipulate aplurality of simulation objects on a first client simultaneously. Forexample, in the Chenghai 3C game, a user usually manipulates more thanone virtual object, and therefore an input operation of the first clientis used to control any simulation object in a plurality of virtualobjects; and in some other scenes, a user may manipulate a simulationobject on a first client simultaneously. For example, in the King ofGlory game, a user manipulates only one virtual object, and therefore aninput operation of the first client is used to control the simulationobject.

In this embodiment of the present disclosure, after the serverdetermines that all clients in a same frame synchronization scene areloaded completely, the first client is used as the fighting client, andmay generate an input command according to control of a user over asimulation object on the first client, and send the input operation tothe server. For example, the fighting client generates an input commandaccording to control of a user over any simulation object in the framesynchronization scene, and sends the input command to the server. Afterthe server receives input commands separately sent by the fightingclient, and collects input operations of the first client according to apolicy, the server generates frame synchronization command sequencesaccording to the input commands. An example in which a user manipulatesa virtual object is used. There are in total three clients that areloaded completely in a frame synchronization game scene, where theclient 1 and the client 2 are fighting clients, and the client 3 is afight watching client. Therefore, the client 1 controls the game role 1to run, the client 2 controls the game role 2 to run, and the client 3is configured to display a running process of the game role 1, or theclient 3 is configured to display a running process of the game role 2.After the server broadcasts, to the three clients, a start command forenabling respective simulation objects to run, the client 1 controls thegame role 1 to run to generate the input command 1, and the client 2controls the game role 2 to run to generate the input command 2.Therefore, the client 1 reports the input command 1 to the server, andthe client 2 reports the input command 2 to the server, so that theserver receives the input command 1 and the input command 2, and theserver integrates the input command 1 and the input command 2 to obtaina frame synchronization command sequence.

In some embodiments of the present disclosure, step 101C of receiving aninput command from a first client and generating frame synchronizationcommand sequences according to the input command includes:

-   -   B1. The server receives input commands respectively generated in        a plurality of sequence frames when the first client controls a        first simulation object.    -   B2. The server respectively generates frame synchronization        command sequences corresponding to different sequence frames        according to the input commands respectively generated in the        sequence frames.

Where the first client controls the first simulation object, the firstclient may separately operate the first simulation object in a pluralityof sequence frames, and therefore the first client may generate acorresponding input command for each sequence frame (which may be alsoreferred to as a logic frame). An input command of the first client foroperating a user is random, but after the input command is sent to theserver, the server aggregates, by using a sequence frame as a unit, allinput commands received in the current column frame to generate framesynchronization command sequences corresponding to different sequenceframes.

102C. The server sends the generated frame synchronization commandsequences to the first client and a second client, the second client andthe first client being loaded with a same frame synchronization scene.

In this embodiment, after the server generates the frame synchronizationcommand sequences, the server sends the frame synchronization commandsequences to the first client and the second client. Because the firstclient is the fighting client for controlling a simulation object in theframe synchronization scene, the first client may receive the framesynchronization command sequences, and calculate, according to thereceived frame synchronization command sequences, interactiveapplication data generated by respective simulation objectscorresponding to a plurality of clients in the frame synchronizationscene, and display the interactive application data of the plurality ofsimulation objects. Although the second client used as a display clienthas not sent an input command to the server, the server still needs tosend frame synchronization command sequences to the second client, thesecond client calculates, according to the frame synchronization commandsequences, interactive application data generated by respectivesimulation objects corresponding to a plurality of clients in the framesynchronization scene, and displays the interactive application data ofthe plurality of simulation objects. Therefore, the operation user ofthe second client may see the interactive application data of thesimulation object in the frame synchronization scene, thereby satisfyinga fight watching need of the operation user of the second client in theframe synchronization scene.

In this embodiment, the fighting clients generate input commands, andthen send the input commands to the server, the server generates framesynchronization command sequences according to the received inputcommands, sends the frame synchronization command sequences to thefighting clients, and sends the frame synchronization command sequencesto the fight watching client, then each of the clients of battle joiningusers and the clients of fight watching users may perform datacalculation processing and the terminal representation, and all gamelogic and representation are completed in the clients, thereby providingthe fight watching function in the frame synchronization scene.

In this embodiment, the server is configured to implement dataprocessing in the frame synchronization scene, where in this embodiment,at least has two clients enter a same frame synchronization scene. In asame frame synchronization scene, some clients may control simulationobjects under operations of users, and the simulation objects mayspecifically be game roles in the frame synchronization game scene, ormay be object contents operated by the clients in another framesynchronization scene; and some other clients have not participated incontrol over simulation objects in the frame synchronization scene, butare configured to display that another client controls a simulationobject, so that a user may watch, by using a client, how another clientspecifically controls a simulation object.

In an example, in this embodiment, before receiving the input operationfrom the first client, the server may further determine, in the framesynchronization scene, that different clients are respectively loadedwith the frame synchronization scene by using different entries, thatis, this embodiment may further include the following steps:

-   -   A1. The server obtains a first loading progress of loading the        first client with the frame synchronization scene by using a        fighting entry.    -   A2. The server obtains a second loading progress of loading the        second client with the frame synchronization scene by using a        fight watching entry.    -   A3. The server broadcasts, to the first client and the second        client when the server determines according to the first loading        progress that the first client is loaded completely and        determines according to the second loading progress that the        second client is loaded completely, a start command used to        enable a simulation object to be run.

The first client and the second client are two different types ofclients, the first client may participate in simulation object controlin the frame synchronization scene, and the second client may notparticipate in simulation object control in the frame synchronizationscene, and is configured to display control of another client over asimulation object. The first client and the second client may access theframe synchronization scene respectively by using different entries. Forexample, the first client enters the frame synchronization scene byusing a fighting entry, and the second client enters the framesynchronization scene by using a fight watching entry. All clientsentering the frame synchronization scene may report respective loadingprogresses to the server. For example, the first client is loaded withthe first loading progress of the frame synchronization scene, and thesecond client is loaded with the second loading progress of the framesynchronization scene. Therefore, the server may judge, according to theloading progresses reported by the clients, whether each client isalready loaded completely with the frame synchronization scene. Forexample, the server determines, according to the first loading progress,whether the first client is loaded completely, and determines, accordingto the second loading progress, whether the second client is loadedcompletely. After all clients entering the frame synchronization sceneare loaded with the frame synchronization scene completely, the servermay trigger starting to run a simulation object of each client in theframe synchronization scene. For example, when both the first client andthe second client are loaded completely, the server broadcasts, to thefirst client and the second client, a start command used to enable thefirst simulation object to run. For example, in the framesynchronization game scene, there are in total three clients that areloaded completely, where the client 1 and the client 2 are the fightingclients, and the client 3 is the fight watching client. Therefore, theclient 1 controls the game role 1, the client 2 controls the game role2, and the client 3 is configured to display control of the client 1over the game role 1, or configured to display control of the client 2over the game role 2. Therefore, after the server broadcasts, to thethree clients, commands for enabling respective simulation objects tostart running, the client 1 starts controlling the game role 1, theclient 2 starts controlling the game role 2, and the client 3 startsdisplaying control of the client 1 over the game role 1 or control ofthe client 2 over the game role 2.

In some possible implementations, the fight watching entry includes: anonline delay fight watching entry, a referee real-time fight watchingentry and a local playback fight watching entry. Step A2 of determiningthat the second client enters the frame synchronization scene by using afight watching entry may include:

-   -   A21. The server determines that the second client enters the        frame synchronization scene by using the online delay fight        watching entry; or    -   A22. The server determines that the second client enters the        frame synchronization scene by using the referee real-time fight        watching entry; or    -   A23. The server determines that the second client enters the        frame synchronization scene by using the local playback fight        watching entry.

Because the fight watching entry specified in the frame synchronizationscene may include three entries: an online delay fight watching entry, areferee real-time fight watching entry and a local playback fightwatching entry, the second client as the fight watching client may enterdifferent fight watching entries according to choices of fight watchingusers, where the online delay fight watching entry is a fight watchingentry through which watched content is delayed when a watching user iswatching control of the first client over a simulation object. Forexample, content seen by a fight watching user may be delayed by aminute. The referee real-time fight watching entry is a fight watchingentry through which the operation user of the second client as a refereewatches control of the first client over a simulation object. The localplayback fight watching entry is a fight watching entry through whichthe operation user of the second client may store control of the firstclient over a simulation object in the second client to perform localbuffer, and then perform playback according to an operation of the user.For example, the local playback fight watching entry is used to presenta playback file manually stored by the fight watching client.

In some possible implementations, in the foregoing implementation sceneof performing step B1 to step B2, when the first client enters the framesynchronization scene by using the fighting entry, and the second cliententers the frame synchronization scene by using the referee real-timefight watching entry, step 103 of sending, by the server, the generatedframe synchronization command sequences to the first client and a secondclient includes:

-   -   C1. The server sequentially broadcasts the frame synchronization        command sequences corresponding to the sequence frames to the        first client and the second client in a frame order.

The first client may enter the frame synchronization scene by using thefighting entry, and the first client may receive, in real time, theframe synchronization command sequences sent by the server, and displaythe frame synchronization command sequences on the first client. Thesecond client enters the frame synchronization scene by using thereferee real-time fight watching entry. Therefore, the second clientneeds to receive, in real time, the frame synchronization commandsequences sent by the server, and display the frame synchronizationcommand sequences on the second client, and the server maysimultaneously send a frame synchronization command sequencecorresponding to each sequence frame to the first client and the secondclient in a broadcast manner.

In some possible implementations, in the foregoing implementation sceneof performing step B1 to step B2, when the first client enters the framesynchronization scene by using the fighting entry, and the second cliententers the frame synchronization scene by using the online delay fightwatching entry or the local playback fight watching entry, step 102C ofsending, by the server, the generated frame synchronization commandsequences to the first client and a second client includes:

-   -   D1. The server sequentially sends the frame synchronization        command sequences corresponding to the sequence frames to the        first client in a frame order.    -   D2. The server integrates the generated frame synchronization        command sequences corresponding to the sequence frames according        to a delay integration period, to obtain a frame synchronization        command sequence flow.    -   D3. The server sends the frame synchronization command sequence        flow to the second client.

The first client enters the frame synchronization scene by using thefighting entry, and the first client needs to receive, in real time, theframe synchronization command sequences sent by the server, and displaythe frame synchronization command sequences on the first client. Thesecond client enters the frame synchronization scene by using the onlinedelay fight watching entry or the local playback fight watching entry,and the second client may receive, in a delayed manner, the framesynchronization command sequences sent by the server, and display theframe synchronization command sequences on the second client. The servermay integrate the frame synchronization command sequences correspondingto the sequence frames according to a delay integration period, toobtain a frame synchronization command sequence flow. For example, theserver may integrate, by using three sequence frames as a delayintegration period, received frame synchronization command sequencescorresponding to the three sequence frames, and the server then sends aframe synchronization command sequence flow to the second client.

It can be known according to the description of the foregoing embodimentthat, the server receives an input command from a first client, andgenerates frame synchronization command sequences according to the inputcommand, the input command being used to control any simulation objectdisplayed in a frame synchronization scene. The server sends thegenerated frame synchronization command sequences to the first clientand a second client, the second client and the first client being loadedwith a same frame synchronization scene. The server may send thegenerated frame synchronization command sequences to the first clientand the second client. Therefore, the second client may obtain the framesynchronization command sequences by using the server, and displaycontrol of the first client over a simulation object in the framesynchronization scene according to the frame synchronization commandsequences, so that a user operating the second client may see how thefirst client controls the simulation object. In the framesynchronization game scene based on frame synchronization design, thefight watching function may be implemented, to satisfy a requirement ofthe fight watching client for implementing fight watching in the framesynchronization game.

The data processing method based on frame synchronization provided inthe embodiments of the present disclosure is described in the foregoingembodiment from the server side, and the data processing method based onframe synchronization provided in the embodiments of the presentdisclosure is described subsequently from the client side. In anexample, description is made from the perspective of the second client,the second client needs to display a simulation object controlled by thefirst client, and the method may be specifically applied to aninteraction interface operation of an interactive application. In someexamples, the interactive application may be a game application program,or an office application program that needs to be operated by a user, ora value transaction application program or the like. Referring to FIG.34 , a data processing method based on frame synchronization provided inan embodiment of the present disclosure may include the following steps:

201C. Pre-load a second client with a frame synchronization scene inwhich a simulation object is displayed, the simulation object beingcontrolled by a first client loaded with the frame synchronizationscene.

In this embodiment, at least two clients enter a same framesynchronization scene. In a same frame synchronization scene, someclients may control simulation objects under operations of users, andsome other clients are configured to display that another clientcontrols a simulation object, so that a user may watch, by using aclient, how another client specifically controls a simulation object.

In some embodiments of the present disclosure, step 201C of pre-loadinga second client with a frame synchronization scene in which a simulationobject is displayed includes:

-   -   E1. The second client enters the frame synchronization scene by        using a fight watching entry, to load the frame synchronization        scene.    -   E2. The second client reports, in a process of loading the frame        synchronization scene, a second loading progress of the frame        synchronization scene to the server.    -   E3. The second client receives, after completing the loading of        the frame synchronization scene, a start command that is used to        enable the simulation object to be run and that is broadcast by        the server.

The first client and the second client are two different types ofclients, the first client may participate in simulation object controlin the frame synchronization scene, and the second client may notparticipate in simulation object control in the frame synchronizationscene, and is configured to display control of another client over asimulation object. The first client and the second client may access theframe synchronization scene respectively by using different entries. Allclients entering the frame synchronization scene may report respectiveloading progresses to the server. Therefore, the server may judge,according to the loading progresses reported by the clients, whethereach client is already loaded completely with the frame synchronizationscene. After all clients entering the frame synchronization scene areloaded with the frame synchronization scene completely, the server maytrigger starting to run a simulation object of each client in the framesynchronization scene.

In some possible implementations, step E1 of entering, by the secondclient, the frame synchronization scene by using a fight watching entryincludes:

-   -   E11. The second client enters the frame synchronization scene by        using the online delay fight watching entry; or    -   E12. The second client enters the frame synchronization scene by        using the referee real-time fight watching entry; or    -   E23. The second client enters the frame synchronization scene by        using the local playback fight watching entry.

In some possible implementations, The fight watching entry specified inthe frame synchronization scene may include three entries: an onlinedelay fight watching entry, a referee real-time fight watching entry anda local playback fight watching entry, and the second client as thedisplay client may enter different fight watching entries according to achoice of a user.

202C. After the second client is loaded with the frame synchronizationscene, the second client receives frame synchronization commandsequences sent by a server, the frame synchronization command sequencesbeing generated by the server according to an input command from thefirst client, and the input command being used to control the simulationobject.

In this embodiment, the server is configured to implement dataprocessing in the frame synchronization scene, and after the serverdetermines that all clients in a same frame synchronization scene areloaded completely, the first client may generate an input commandaccording to control of a user over a simulation object on the firstclient, and send the input operation to the server. The server receivesinput commands separately sent by the first client, and generates framesynchronization command sequences according to the received inputcommands.

In some embodiments of the present disclosure, when the second cliententers the frame synchronization scene by using the referee real-timefight watching entry, step 202C of receiving, by the second client,frame synchronization command sequences sent by a server includes:

-   -   F1. The second client receives the frame synchronization command        sequences that correspond to a plurality of sequence frames and        that are sequentially broadcast by the server in a frame order.

When the second client enters the frame synchronization scene by usingthe online delay fight watching entry or the local playback fightwatching entry, step 202C of receiving, by the second client, framesynchronization command sequences sent by a server includes:

-   -   F2. The second client receives a frame synchronization command        sequence flow obtained by integrating the frame synchronization        command sequences corresponding to sequence frames by the        server.

The first client may receive, in real time, the frame synchronizationcommand sequences sent by the server, and display the framesynchronization command sequences; if the second client enters the framesynchronization scene by using the referee real-time fight watchingentry, the second client may receive, in real time, the framesynchronization command sequences sent by the server, and display theframe synchronization command sequences, where the server maysimultaneously send frame synchronization command sequencescorresponding to sequence frames to the first client and the secondclient in a broadcast manner. If the second client enters the framesynchronization scene by using the online delay fight watching entry orthe local playback fight watching entry, the second client may receive,in a delayed manner, the frame synchronization command sequences sent bythe server, and display the frame synchronization command sequences. Theserver may integrate the frame synchronization command sequencescorresponding to the sequence frames according to a delay integrationperiod, to obtain a frame synchronization command sequence flow, andsend the frame synchronization command sequence flow to the secondclient.

203C. The second client displays the simulation object in the framesynchronization scene according to the frame synchronization commandsequences.

In this embodiment, although the second client as the fight watchingclient has not sent an input command to the server, the server may stillsend frame synchronization command sequences to the second client, thesecond client may calculate, according to the frame synchronizationcommand sequences, interactive application data generated by respectivesimulation objects corresponding to a plurality of clients in the framesynchronization scene, and display the interactive application data ofthe plurality of simulation objects in the frame synchronization scene.Correspondingly, the operation user of the second client may seeinteractive application data of some simulation objects in the framesynchronization scene, thereby satisfying a fight watching need of theoperation user of the second client in the frame synchronization scene.

In some embodiments of the present disclosure, step 203C of displaying,by the second client, the simulation object in the frame synchronizationscene according to the frame synchronization command sequences includes:

-   -   G1. The second client displays, when the second client enters        the frame synchronization scene by using the referee real-time        fight watching entry, the simulation object in real time in the        frame synchronization scene according to the frame        synchronization command sequences corresponding to the sequence        frames.    -   G2. The second client displays, when the second client enters        the frame synchronization scene by using the online delay fight        watching entry, the simulation object in a delayed manner in the        frame synchronization scene according to the frame        synchronization command sequence flow.    -   G3. The second client stores, when the second client enters the        frame synchronization scene by using the local playback fight        watching entry, the frame synchronization command sequence flow        in a local buffer, and plays back a running process of the        simulation object in the frame synchronization scene according        to the frame synchronization command sequence flow in the local        buffer.

In some possible implementations, when the second client enters theframe synchronization scene by using the online delay fight watchingentry, the displaying, by the second client, a running process of thefirst simulation object in a delayed manner in the frame synchronizationscene according to the frame synchronization command sequence flowincludes:

-   -   G21. The second client obtains a running time of the simulation        object in the frame synchronization scene.    -   G22. The second client recedes backward by a delay interval from        the running time of the simulation object, to obtain an earliest        time at which the second client can display the simulation        object in the frame synchronization scene.    -   G23. The second client recedes backward by a buffer interval        from the earliest time at which the second client can display        the simulation object, to obtain a playback time for which the        second client displays the simulation object in the frame        synchronization scene.    -   G24. The second client displays the simulation object in the        frame synchronization scene according to a frame synchronization        command sequence flow corresponding to the playback time.

It should be noted that, in an online delay fight watching mode, becausethe frame synchronization command sequence flow is transmitted in a flowform, jitter may be generated when the network is relatively poor.Therefore, for this mode, a played flow may be buffered, so as to intendto be capable of withstanding network jitter. That is, the earliest timeat which the simulation object can be displayed is preceded by a bufferinterval, and the time obtained after the buffering processing is aplayback time for which the simulation object is displayed. When thenetwork is relatively poor, a playhead may be pushed forward in thebuffer interval, until the playhead is pushed to the earliest time atwhich the simulation object can be displayed, thereby bringing a moresmoothing playback experience to the operation user of the secondclient.

In some possible implementations, step 203C of displaying, by the secondclient, the simulation object in the frame synchronization sceneaccording to the frame synchronization command sequences includes:

-   -   H1. The second client obtains a playback speed control        instruction.    -   H2. The second client stretches or contracts a time axis        according to the playback speed control instruction.    -   H3. The second client increases an execution speed of the frame        synchronization command sequences according to the stretched        time axis, to accelerate a running process of the simulation        object, or the client reduces an execution speed of the frame        synchronization command sequences according to the contracted        time axis, to decelerate a running process of the simulation        object.

The operation user of the second client may send the playback speedcontrol instruction to the second client, so as to change the playbackspeed, which may be implemented in a manner of stretching or contractingthe time axis. In an example, when the operation user intends toincrease the playback speed, the time axis may be uniformly stretched.In this way, push of a time point for frame switching is accelerated,thereby increasing an execution speed of the frame synchronizationcommand; and when the operation user intends to decrease the playbackspeed, the time axis needs to be uniformly contracted. In this way, pushof a time point for frame switching is decelerated, thereby decreasingan execution speed of the frame synchronization command.

It can be known according to the description of the foregoing embodimentthat, the second client and the first client are pre-loaded with a sameframe synchronization scene, the first client controls a simulationobject in the frame synchronization scene and sends a generated inputcommand to the server, and the server may send generated framesynchronization command sequences to the first client and the secondclient. Therefore, the second client may obtain the framesynchronization command sequences by using the server, and thesimulation object is displayed in the frame synchronization scene, sothat a user operating the second client may see control of the firstclient over the simulation object, and the second client displays, inthe frame synchronization scene, the simulation object controlled by thefirst client.

To better understand and implement the technical solution of thisembodiment of the present disclosure, a specific example is describedbelow with reference to an MOBA game scene.

As shown in FIG. 35 , in the frame synchronization game scene providedin this embodiment, many manners of fight watching are provided, eachmanner corresponds to an entry, and a player may select a fight watchingentry according to a preference of the player. The fight watchingmanners may include: manito fight watching, friend fight watching, teamfight watching, local playback, and referee fight watching. The “manito”is a player that has a “benchmarking” strength and that is screened outaccording to a rule. Manito fight watching, friend fight watching, andteam fight watching all belong to an online delay fight watching type,and online content seen by a player is delayed by a minute. The localplayback fight watching entry presents a playback file manually storedin a local client of a player. Because none is real-time watching, thelocal playback fight watching entry and the online fight watching entryare integrated, all frame information of the round of game is stored inthe local playback mode, the frame information is sequence data of aplayer operation, and the file is usually relatively small (for example,about 1 M). The referee real-time fight watching is used to watchreal-time online content, and after a game is started, a player canwatch a running process of game roles of both fighting parties, and canwatch a battle scene of the both parties in real time. In thisembodiment, regardless of a manner in which the second client enters afight watching scene, a uniform fight watching interaction interface ispresented to players. In the game scene, a player performing fightwatching may watch information such as points, money, tower rush, andequipment of both fighting parties, and a role manipulated by eachfighting player and the like at a neutral viewing angle, andadditionally the player may further perform pause and fast-forward onthe watching process. Pause and fast-forward may be performed on boththe online watching and the local playback, but fast-forward of theonline fight watching is limited by a currently buffered video stream,and the online fight watching at most reaches a current bufferinglocation through fast-forward.

Referring to FIG. 36 , FIG. 36 is a schematic diagram of a process ofentering a frame synchronization game scene according to an embodimentof the present disclosure. In the frame synchronization game scene shownin FIG. 36 , a most important data procedure in a fight watching processis consistent with a combat procedure, that is, a same data stream isused in the fight watching process as that of an ordinary combatprocess, and the data stream is data sequences of player operations, andis used to drive roles in the frame synchronization game scene to run.

In the frame synchronization game scene, clients collect and manipulateinput operations of players of the clients, and then format the inputoperations into input commands, send the input commands to the server.The server generates frame synchronization command sequences accordingto the received input commands, and then broadcasts the framesynchronization command sequences to all of the clients. Therefore, theclients inevitably receive a same command sequence in a same sequenceframe, and perform sequential processing according to same game logic,to calculate a result and present the result. As shown in FIG. 36 ,random input commands may be various operations (movement, skill releaseand the like) of a player, and the frame synchronization commandsequences carry information about all players received by the server.The game logic includes hero movement, hero skill release and the like.As far as the hero movement is concerned, after a forward movementcommand is received, each client may go to view whether a current herocan walk forward walk, and how far the hero can walk forward, and thenperform movement, all of these are game logic, and the clients areconsistent. In the foregoing process, if the frame synchronization gamescene is entered in a fight watching manner, the frame synchronizationcommand sequences additionally flow into the fight watching client.

Referring to FIG. 36 , a process of entering a game to perform afighting procedure and a fight watching procedure is describedsubsequently. In a hall server of a game, a player is to determine amanner of entering the game: a player fighting entry, an online delayfight watching entry, a referee real-time fight watching entry, and alocal playback fight watching entry. After the player determines toenter these entries, the game starts to be loaded, and starts to receiveframe synchronization command sequences, thereby driving the framesynchronization game scene to be performed. In an example, after theframe synchronization game scene is entered, the following proceduresmay be performed:

-   -   1. Although the game entries are various, the game entries are        abstracted and reused in a game framework design process, most        modules are reused, and connection between modules is mainly        driven by using a message. For example, game logic modules such        as a map module, a movement module, and a skill module are        reused.    -   2. In the frame synchronization game scene, after each client        receives an initialization information packet of the game, the        game starts to be loaded, and in the loading process, each        client continuously reports a loading progress of the client.        After all clients are loaded completely, the server uniformly        instructs the clients to start the game, the game is also        started by using a frame synchronization command, and the frame        synchronization command exists in various forms of frame        synchronization command sequences.    -   3. After the command for starting the game, frame        synchronization command sequences generated by player operations        are divided according to sequence frames, and the clients        synchronously perform the frame synchronization command        sequences by using a sequence frame as an execution unit. A        difference lies in that data sources of frame synchronization        command sequences obtained by different clients under entries        may be different. For example, in a fighting mode and a referee        real-time fight watching modes, the clients may receive, in real        time, frame synchronization command sequences broadcast by the        server; in an online delay fight watching mode, the clients may        read a frame synchronization command sequence flow of the server        in a stream manner; and in a local playback fight watching mode,        the clients may read a frame synchronization command sequence        flow of a local playback file.    -   4. Finally, in user interaction, a user performs fighting by        using a combat interaction interface, and a user enters another        entry by using a fight watching interface.

In some embodiments of the present disclosure, in an online delay fightwatching mode, because the command data is transmitted in a flow form,jitter may be generated when the network is relatively poor. Therefore,for this mode, a played flow may be buffered, so as to intend to becapable of withstanding network jitter. FIG. 37 is a schematic diagramof a smoothing processing process according to an embodiment of thepresent disclosure. T0 is a true time of a current game, and passes by adelay interval (which may be, for example, 1 minute) to T1, T1 is anearliest time at which the current client can play, but to withstandnetwork jitter, T1 is then receded by a buffer interval (which usuallymay be 3 seconds) to T2. A usual playback time point is T2, and when thenetwork is relatively poor, a playhead may be pushed to T1 at most. Whenthe network is worse, and the buffer interval is consumed completely,fight watching only can be waited for.

In some possible implementations, a player may trigger pause and restartof a game by using a client, where the pause operation may be processedas follows: first, driving of a frame synchronization command may bestopped. Running of the game is pushed in dependence on driving theframe synchronization command according to a period. Therefore, afterthe pause, a frame driver may be stopped, a context is stored, and asubsequent command sequence is protected from being damaged. Secondly,representation and logic of the frame synchronization game scene arecompletely separate. Therefore, to achieve a true pause effect, allrepresentation driving including animation driving, particle driving(that is, particle effect) and logic update at an engine layer may befurther stopped, where the representation may be an animation, anaction, a special effect and the like that a player can see, and thelogic is true game data, for example, a location and a blood volume ofthe player.

In some possible implementations, when a user changes a playback speedby using a fight watching interface, and the fight watching interfacehas a corresponding control button, a client may likewise be processedas follows: first, a frame driver may change the speed, and the speed ischanged in a manner of stretching or contracting a time axis. The framedriver samples a frame driving time point on a fixed time axis, and whenthe time reaches a time point for frame switching, the driver performspush by a frame. Therefore, when the speed is increased, the time axismay be uniformly stretched. In this way, push of a time point for frameswitching is accelerated, thereby increasing an execution speed of theframe synchronization command; and when the speed is decreased, the timeaxis may be uniformly contracted. In this way, push of a time point forframe switching is decelerated, thereby decreasing an execution speed ofthe frame synchronization command. Secondly, consistent with the pausecontrol, the speed on the representation layer may be uniformly scaled,and only may be correspondingly scaled by using a time scaling factorprovided by a game engine. The representation layer may be variablespeed playback of an animation, variable speed playback of a particleeffect and the like.

This embodiment implements a function of performing fight watching andplayback in the frame synchronization game scene, and can perform pauseand fast-forward operations on the watching process. Compared with theexisting solution, the solution provided in this embodiment ischaracterized by lower traffic consumption, more smoothing experience,and flexible playback control; and moreover can further provide a localplayback function to a user, to enrich game experience of the user.

It should be noted that, for ease of description, the foregoing methodembodiments are described as a series of action combinations. However, aperson skilled in the art should understand that the present disclosureis not limited to the described sequence of the actions, because somesteps may be performed in another sequence or performed at the same timeaccording to the present disclosure. In addition, a person skilled inthe art should also know that all the embodiments described in thisspecification are some implementable embodiments, and the relatedactions and modules are not necessarily required in the presentdisclosure.

To better implement the foregoing solutions in the embodiments of thepresent disclosure, the following further provides related apparatusesconfigured to implement the foregoing solutions.

Referring to FIG. 38 -a, a server 600C provided in an embodiment of thepresent disclosure may include: a processing module 601C and a sendingmodule 602C, where

-   -   the processing module 601C is configured to receive an input        command from a first client, the input command being used to        control any simulation object displayed in a frame        synchronization scene; and generate frame synchronization        command sequences according to the input command; and    -   the sending module 602C is configured to send the frame        synchronization command sequences to the first client and a        second client, the second client and the first client being        loaded with a same frame synchronization scene.

In some possible implementations, referring to FIG. 38 -b, the server600C further includes:

-   -   a loading progress obtaining module 603C, configured to obtain a        first loading progress of loading the first client with the        frame synchronization scene by using a fighting entry, and        obtain a second loading progress of loading the second client        with the frame synchronization scene by using a fight watching        entry; and    -   an enabling module 604C, configured to broadcast, to the first        client and the second client when it is determined according to        the first loading progress that the first client is loaded        completely and it is determined according to the second loading        progress that the second client is loaded completely, a start        command used to enable a simulation object to be run.

In some possible implementations, the fight watching entry includes: anonline delay fight watching entry, a referee real-time fight watchingentry and a local playback fight watching entry.

In some possible implementations, the processing module 601C isspecifically configured to receive input commands respectively generatedin a plurality of sequence frames when the first client controls asimulation object; and respectively generate frame synchronizationcommand sequences corresponding to different sequence frames accordingto the input commands respectively generated in the sequence frames.

In some embodiments of the present disclosure, when the first cliententers the frame synchronization scene by using a fighting entry, andthe second client enters the frame synchronization scene by using thereferee real-time fight watching entry, the sending module 602C isspecifically configured to sequentially broadcast the framesynchronization command sequences corresponding to the sequence framesto the first client and the second client in a frame order.

In some possible implementations, when the first client enters the framesynchronization scene by using a fighting entry, and the second cliententers the frame synchronization scene by using the online delay fightwatching entry or the local playback fight watching entry, the sendingmodule 602C is specifically configured to sequentially send the framesynchronization command sequences corresponding to the sequence framesto the first client in a frame order; integrate the framesynchronization command sequences corresponding to the sequence framesaccording to a delay integration period, to obtain a framesynchronization command sequence flow; and send the framesynchronization command sequence flow to the second client.

It can be known according to the description of the foregoing embodimentthat, the second client may obtain frame synchronization commandsequences by using server, and display a simulation object in the framesynchronization scene according to the frame synchronization commandsequences. A user operating the second client may see control of thefirst client over the first simulation object, and the second clientdisplays, in the frame synchronization scene, the simulation objectcontrolled by the first client.

Referring to FIG. 39 -a, an embodiment of the present disclosureprovides a client. The client is specifically the second client 700C inthe foregoing scene. The second client 700C includes: a scene loadingmodule 701C, a receiving module 702C and a display module 703C, where

-   -   the scene loading module 701C is configured to pre-load a second        client with a frame synchronization scene in which a simulation        object is displayed, the simulation object being controlled by a        first client loaded with the frame synchronization scene;    -   the receiving module 702C is configured to receive frame        synchronization command sequences sent by a server, the frame        synchronization command sequences being generated by the server        according to an input command from the first client, and the        input command being used to control the simulation object; and    -   the display module 703C is configured to display the simulation        object in the frame synchronization scene according to the frame        synchronization command sequences.

In some possible implementations, referring to FIG. 39 -b, the sceneloading module 701C further includes:

-   -   an entry selection unit 7011C, configured to enter the frame        synchronization scene by using a fight watching entry, to load        the frame synchronization scene;    -   a progress reporting unit 7012C, configured to report, in a        process of loading the frame synchronization scene, a second        loading progress of the frame synchronization scene to the        server; and    -   a start command receiving unit 7013C, configured to receive,        after completing the loading of the frame synchronization scene,        a start command that is used to enable the simulation object to        be run and that is broadcast by the server.

In some possible implementations, the fight watching entry includes: anonline delay fight watching entry, a referee real-time fight watchingentry and/or a local playback fight watching entry.

In some possible implementations, when the second client enters theframe synchronization scene by using the referee real-time fightwatching entry, the receiving module 702C is specifically configured toreceive the frame synchronization command sequences that correspond tosequence frames and that are sequentially broadcast by the server in aframe order;

-   -   or    -   when the second client enters the frame synchronization scene by        using the online delay fight watching entry or the local        playback fight watching entry, the receiving module 702C is        specifically configured to receive a frame synchronization        command sequence flow obtained by integrating the frame        synchronization command sequences corresponding to sequence        frames by the server.

In some possible implementations, referring to FIG. 39 -c, the displaymodule 703C includes:

-   -   a real-time display unit 7031C, configured to display, when the        second client enters the frame synchronization scene by using        the referee real-time fight watching entry, the simulation        object in real time in the frame synchronization scene according        to the frame synchronization command sequences corresponding to        the sequence frames;    -   a delay display unit 7032C, configured to display, when the        second client enters the frame synchronization scene by using        the online delay fight watching entry, the simulation object in        a delayed manner in the frame synchronization scene according to        the frame synchronization command sequence flow; and    -   a local playback unit 7033C, configured to store, when the        second client enters the frame synchronization scene by using        the local playback fight watching entry, the frame        synchronization command sequence flow in a local buffer, and        play back a running process of the simulation object in the        frame synchronization scene according to the frame        synchronization command sequence flow in the local buffer.

In some possible implementations, referring to FIG. 39 -d, when thesecond client enters the frame synchronization scene by using the onlinedelay fight watching entry, the delay display module 7032C includes:

-   -   a running time obtaining unit 70321C, configured to obtain, when        the second client enters the frame synchronization scene by        using the online delay fight watching entry, a running time of        the simulation object in the frame synchronization scene;    -   a delay processing unit 70322C, configured to recede backward by        a delay interval from the running time of the simulation object,        to obtain an earliest time at which the second client can        display the simulation object in the frame synchronization        scene;    -   a smoothing processing unit 70323C, configured to recede        backward by a buffer interval from the earliest time at which        the second client can display the simulation object, to obtain a        playback time for which the second client displays the        simulation object in the frame synchronization scene; and    -   a smoothing display unit 70324C, configured to display a running        process of the simulation object in the frame synchronization        scene according to a frame synchronization command sequence flow        corresponding to the playback time.

In some possible implementations, referring to FIG. 39 -e, the displaymodule 703C includes:

-   -   an instruction obtaining unit 7034C, configured to obtain a        playback speed control instruction;    -   a time axis processing unit 7035C, configured to stretch or        contract a time axis according to the playback speed control        instruction; and    -   a speed control unit 7036C, configured to increase an execution        speed of the frame synchronization command sequences according        to the stretched time axis, to accelerate a running process of        the simulation object; or reduce an execution speed of the frame        synchronization command sequences according to the contracted        time axis, to decelerate a running process of the simulation        object.

It can be known according to the description of the foregoing embodimentthat, the second client may obtain frame synchronization commandsequences by using server, and display a simulation object in the framesynchronization scene according to the frame synchronization commandsequences. A user operating the second client may see control of thefirst client over the first simulation object, and the second clientdisplays, in the frame synchronization scene, the simulation objectcontrolled by the first client.

FIG. 40 is a schematic structural diagram of a server according to anembodiment of the present disclosure. The server 1100 may vary greatlydue to different configurations or representation, and may include oneor more central processing units (CPU) 1122 (for example, one or moreprocessors) and a memory 1132, and one or more storage media 1130 (forexample, one or more mass storage devices) that store applications 1142or data 1144. The memory 1132 and the storage medium 1130 may betransient or persistent storages. The program stored in the storagemedium 1130 may include one or more modules (not shown in the figure),and each module may include a series of instructions and operations forthe server. Still further, the CPU 1122 may be configured to communicatewith the storage medium 1130, and perform, on the server 1100, a seriesof instructions and operations in the storage medium 1130.

The server 1100 may further include one or more power supplies 1126, oneor more wired or wireless network interfaces 1150, one or moreinput/output interfaces 1158, and/or one or more operating systems 1141,for example, Windows Server™, Mac OS X™, Unix™, Linux™, or FreeBSD™.

In the foregoing embodiment, steps performed by the server may be basedon the structure of the server shown in FIG. 40 .

The embodiment of the present disclosure further provides anotherterminal, as shown in FIG. 41 , and for convenience of description, onlyparts related to the embodiment of the present disclosure relevant areshown. For specific technical details that are not disclosed, refer tothe method part of the embodiments of the present disclosure. Theterminal may be any terminal device including a mobile phone, a tabletcomputer, a Personal Digital Assistant (PDA), a Point of Sales (POS),and an on-board computer, and the terminal being a mobile phone is usedas an example.

FIG. 41 is a block diagram of a structure of a part of a mobile phonerelated to a terminal according to an embodiment of the presentdisclosure. Referring to FIG. 41 , the mobile phone includes componentssuch as a radio frequency (RF) circuit 1010, a memory 1020, an inputunit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, awireless fidelity (Wi-Fi) module 1070, a processor 1080, and a powersupply 1090. A person skilled in the technology may understand that thestructure of the mobile phone shown in FIG. 41 does not constitute alimitation to the mobile phone, and the mobile phone may include more orfewer components than those shown in the figure, or some components maybe combined, or a different component deployment may be used.

The following specifically describes the components of the mobile phonewith reference to FIG. 41 .

The RF circuit 1010 may be configured to receive and send a signalduring an information receiving and sending process or a call process.Specifically, the RF circuit receives downlink information from a basestation, then delivers the downlink information to the processor 1080for processing, and sends related uplink data to the base station.Generally, the RF circuit 1010 includes, but is not limited to, anantenna, at least one amplifier, a transceiver, a coupler, a low noiseamplifier (LNA), and a duplexer. In addition, the RF circuit 1010 mayalso communicate with a network and another device by means of wirelesscommunication. The wireless communication may use any communicationstandard or protocol, which includes, but is not limited to, GlobalSystem for Mobile communication (GSM), General Packet Radio Service(GPRS), Code Division Multiple Access (CDMA), Wideband Code DivisionMultiple Access (WCDMA), Long Term Evolution (LTE), e-mail, ShortMessaging Service (SMS), and the like.

The memory 1020 may be configured to store a software program and amodule, and the processor 1080 runs the software program and the modulethat are stored in the memory 1020, so as to perform various functionapplications of the mobile phone and data processing. The memory 1020may mainly include a program storage area and a data storage area. Theprogram storage area may store an operating system, an applicationprogram required by at least one function (such as a sound playbackfunction and an image display function), and the like. The data storagearea may store data (such as audio data and an address book) createdaccording to use of the mobile phone, and the like. In addition, thememory 1020 may include a high speed random access memory, and may alsoinclude a non-volatile memory such as at least one magnetic disk storagedevice, a flash memory, or another volatile solid-state storage device.

The input unit 1030 may be configured to receive input digit orcharacter information, and generate a key signal input related to theuser setting and function control of the mobile phone. In an example,the input unit 1030 may include a touch panel 1031 and another inputdevice 1032. The touch panel 1031, which may also be referred to as atouchscreen, may collect a touch operation of a user on or near thetouch panel (such as an operation of a user on or near the touch panel1031 by using any suitable object or accessory such as a finger or astylus), and drive a corresponding connection apparatus according to apreset program. In an example, the touch panel 1031 may include twoparts: a touch detection apparatus and a touch controller. The touchdetection apparatus detects a touch position of the user, detects asignal generated by the touch operation, and transfers the signal to thetouch controller. The touch controller receives touch information fromthe touch detection apparatus, converts the touch information into touchpoint coordinates, and sends the touch point coordinates to theprocessor 1080. Moreover, the touch controller can receive and execute acommand sent by the processor 1080. In addition, the touch panel 1031may be of a resistive, capacitive, infrared, or surface acoustic wavetype. In addition to the touch panel 1031, the input unit 1030 mayfurther include the another input device 1032. In an example, theanother input device 1032 may include, but is not limited to, one ormore of a physical keyboard, a functional key (such as a volume controlkey or a switch key), a track ball, a mouse, and a joystick.

The display unit 1040 may be configured to display information input bythe user or information provided for the user, and various menus of themobile phone. The display unit 1040 may include a display panel 1041. Insome implementations, the display panel 1041 may be configured by usinga liquid crystal display (LCD), an organic light-emitting diode (OLED),or the like. Further, the touch panel 1031 may cover the display panel1041. After detecting a touch operation on or near the touch panel 1031,the touch panel 1031 transfers the touch operation to the processor1080, so as to determine a type of a touch event. Then, the processor1080 provides corresponding visual output on the display panel 1041according to the type of the touch event. Although, in FIG. 41 , thetouch panel 1031 and the display panel 1041 are used as two separateparts to implement input and output functions of the mobile phone, insome embodiments, the touch panel 1031 and the display panel 1041 may beintegrated to implement the input and output functions of the mobilephone.

The mobile phone may further include at least one sensor 1050 such as anoptical sensor, a motion sensor, and other sensors. In an example, theoptical sensor may include an ambient light sensor and a proximitysensor, where the ambient light sensor may adjust luminance of thedisplay panel 1041 according to the luminance of the ambient light, andthe proximity sensor may switch off the display panel 1041 and/orbacklight when the mobile phone is moved to the ear. As one type ofmotion sensor, an acceleration sensor may detect magnitude ofaccelerations in various directions (generally on three axes), maydetect magnitude and a direction of the gravity when static, and may beapplied to an application that recognizes the attitude of the mobilephone (for example, switching between landscape orientation and portraitorientation, a related game, and magnetometer attitude calibration), afunction related to vibration recognition (such as a pedometer and aknock), and the like. Other sensors such as a gyroscope, a barometer, ahygrometer, a thermometer, and an infrared sensor, which may beconfigured in the mobile phone, are not further described herein.

The audio circuit 1060, a speaker 1061, and a microphone 1062 mayprovide audio interfaces between the user and the mobile phone. Theaudio circuit 1060 may convert received audio data into an electricsignal and transmit the electric signal to the speaker 1061. The speaker1061 converts the electric signal into a sound signal for output. On theother hand, the microphone 1062 converts a collected sound signal intoan electric signal. The audio circuit 1060 receives the electric signaland converts the electric signal into audio data, and outputs the audiodata to the processor 1080 for processing. Then, the processor 880 sendsthe audio data to, for example, another mobile phone by using the RFcircuit 1010, or outputs the audio data to the memory 1020 for furtherprocessing.

Wi-Fi is a short distance wireless transmission technology. The mobilephone may help, by using the Wi-Fi module 1070, the user to receive andsend e-mails, browse a web page, access streaming media, and so on,which provides wireless broadband Internet access for the user. AlthoughFIG. 41 shows the Wi-Fi module 1070, it may be understood that the Wi-Fimodule is not a necessary component of the mobile phone, and whenrequired, the Wi-Fi module may be omitted as long as the scope of theessence of the present disclosure is not changed.

The processor 1080 is the control center of the mobile phone, and isconnected to various parts of the mobile phone by using variousinterfaces and lines. By running or executing the software programand/or module stored in the memory 1020, and invoking data stored in thememory 1020, the processor 880 performs various functions and dataprocessing of the mobile phone, thereby performing overall monitoring onthe mobile phone. In some implementations, the processor 1080 mayinclude one or more processing units. In some implementations, theprocessor 1080 may integrate an application processor and a modem. Theapplication processor mainly processes an operating system, a userinterface, an application program, and the like. The modem mainlyprocesses wireless communication. It may be understood that, theforegoing modem processor may be not integrated into the processor 1080.

The mobile phone further includes the power supply 1090 (such as abattery) for supplying power to the components. In an example, the powersupply may be logically connected to the processor 1080 by using a powermanagement system, thereby implementing functions such as charging,discharging and power consumption management by using the powermanagement system.

Although not shown in the figure, the mobile phone may further include acamera, a Bluetooth module, and the like, which are not furtherdescribed herein.

In this embodiment of the present disclosure, the processor 1080included in the terminal further controls performing of the foregoingmethod process performed by the second client.

Moreover, an embodiment of the present disclosure further provides adevice, the device including a processor and a memory;

-   -   the memory being configured to store program code and transmit        the program code to the processor; and    -   the processor being configured to perform the foregoing method        for determining a recommended video and/or information display        method and/or data processing method based on frame        synchronization according to an instruction in the program code.

An embodiment of the present disclosure further provides a storagemedium, the storage medium being used to store program code, and theprogram code being used to perform the foregoing method for determininga recommended video and/or information display method and/or dataprocessing method based on frame synchronization.

An embodiment of the present disclosure further provides a computerprogram product including an instruction, when the instruction being runon a computer, the computer being caused to perform the foregoing methodfor determining a recommended video and/or information display methodand/or data processing method based on frame synchronization.

Moreover, it should be noted that the described apparatus embodimentsare merely exemplary. The units described as separate parts may or maynot be physically separate, and the parts displayed as units may or maynot be physical units, may be located in one position, or may bedistributed on a plurality of network units. Some or all of the modulesmay be selected according to actual needs to achieve the objectives ofthe solutions of the embodiments. In addition, in the accompanyingdrawings of the apparatus embodiments provided by the presentdisclosure, the connection relationship between modules denotes that acommunication connection is provided between the modules, andspecifically the communication connection can be implemented as one ormore communication buses or signal lines. A person of ordinary skill inthe art may understand and implement the present disclosure withoutcreative efforts.

Through the foregoing description of the embodiments, it is clear topersons skilled in the art that the present disclosure may beimplemented by software plus necessary universal hardware, anddefinitely may also be implemented by using dedicated hardware includingan application-specific integrated circuit, a dedicated CPU, a dedicatedmemory, a dedicated component and the like. Usually, any functioncompleted by a computer program may be easily implemented by usingcorresponding hardware, and, the specific hardware structure configuredto implement the same function can be diversified, such as an analogcircuit, a digital circuit or a dedicated circuit. However, for thepresent disclosure, in more cases, a software program implementation isa preferred implementation. Based on this, the technical solutions ofthe present disclosure or the part that makes contributions to theexisting technology can be substantially embodied in the form of asoftware product. The computer software product is stored in a readablestorage medium, for example, a floppy disk, a USB flash drive, aremovable hard disk, a read-only memory (ROM), a random access memory(RAM), a magnetic disk, or an optical disc of the computer, and includesseveral instructions used to instruct a computer device (for example, apersonal computer, a server, or a network device) to perform the methodsaccording to the embodiments of the present disclosure.

To sum up, the above embodiments are merely provided for describing thetechnical solutions of the present disclosure, but not intended to limitthe present disclosure. It should be understood by persons of ordinaryskill in the art that although the present disclosure has been describedin detail with reference to the foregoing embodiments, modifications canbe made to the technical solutions described in the foregoingembodiments, or equivalent replacements can be made to some technicalfeatures in the technical solutions, as long as such modifications orreplacements do not cause the essence of corresponding technicalsolutions to depart from the spirit and scope of the present disclosure.

What is claimed is:
 1. A method performed at a mobile terminal havingone or more processors and memory storing programs to be executed by theone or more processors, the method comprising: obtaining operationinformation of a plurality of fighting objects from a server;determining operation statistics results according to the operationinformation of the plurality of fighting objects, wherein the operationstatistics results comprise basic and advanced fighting data of theplurality of fighting objects; dividing the operation statistics resultsinto first presentation information of the plurality of fighting objectsand second presentation information of the plurality of fighting objectsaccording to a preset rule, the first presentation information beingpreset primary information of the plurality of fighting objects in theoperation statistics results corresponding to the basic fighting data ofthe plurality of fighting objects, and the second presentationinformation of the plurality of fighting objects being preset secondaryinformation in the operation statistics results corresponding to theadvanced fighting data of the plurality of fighting objects; presentingthe first presentation information of the plurality of fighting objectson a terminal display interface of the mobile terminal while continuingto display a game involving the plurality of fighting objects, and inresponse to detecting a user input for dismissing the first presentationinformation of the plurality of fighting objects, adjusting a viewingangle of a combat area associated with the plurality of fighting objectsto display a larger portion of the combat area on the terminal displayinterface of the mobile terminal.
 2. The method according to claim 1,wherein the dividing the operation statistics results into firstpresentation information and second presentation information accordingto a preset rule comprises: detecting personal operation information ofa primary fighting object and basic operation information of a pluralityof fighting players in the operation statistics results, wherein theprimary fighting object is one of the plurality of fighting objects;determining the personal operation information of the primary fightingobject as the second presentation information; and determining the basicoperation information of the plurality of fighting players as the firstpresentation information.
 3. The method according to claim 1, furthercomprising: after dividing the operation statistics results into firstpresentation information and second presentation information accordingto a preset rule: receiving a first information display instruction; andpresenting the second presentation information on the terminal displayinterface according to the first information display instruction.
 4. Themethod according to claim 3, further comprising: after presenting thesecond presentation information on the terminal display interfaceaccording to the first information display instruction: receiving afirst information hiding instruction; and hiding the second presentationinformation on the terminal display interface according to the firstinformation hiding instruction.
 5. The method according to claim 3,wherein the presenting the first presentation information on a terminaldisplay interface comprises: presenting the first presentationinformation at a first interface display layer of the terminal displayinterface; and the presenting the second presentation information on theterminal display interface comprises: presenting the second presentationinformation at a second interface display layer of the terminal displayinterface, wherein the first presentation information displayed at thefirst interface display layer does not overlap with the secondpresentation information displayed at the second interface displaylayer.
 6. The method according to claim 1, further comprising: afterdividing the operation statistics results into first presentationinformation and second presentation information according to a presetrule: sending a second information display instruction to the server,wherein the second information display instruction is used to instructthe server to determine interaction statistics information according tothe operation information of the plurality of fighting objects;receiving the interaction statistics information sent by the server;presenting the interaction statistics information on the terminaldisplay interface, and in response to a user request for displaying aplayback associated with the plurality of fighting objects, displayingthe playback by simulating operations of the plurality of fightingobjects based on the operation information of the plurality of fightingobjects.
 7. The method according to claim 1, further comprising: afterdividing the operation statistics results into first presentationinformation and second presentation information according to a presetrule: receiving a second information hiding instruction; and hiding thefirst presentation information and the second presentation informationon the terminal display interface according to the second informationhiding instruction; determining candidate virtual scenes, virtual rolesexisting in the candidate virtual scenes, and the virtual roles beingmanipulated by participating users; selecting a target virtual scenefrom the candidate virtual scenes; determining representation data ofvirtual roles of the target virtual scene; selecting a target virtualrole from the virtual roles of the target virtual scene according to therepresentation data of the virtual roles of the target virtual scene;and generating a recommended video at a viewing angle of the targetvirtual role in the target virtual scene.
 8. A mobile terminal,comprising: one or more processors; memory coupled to the one or moreprocessors; and a plurality of programs stored in the memory that, whenexecuted by the one or more processors, cause the mobile terminal toperform a plurality of operations including: obtaining operationinformation of a plurality of fighting objects from a server;determining operation statistics results according to the operationinformation of the plurality of fighting objects, wherein the operationstatistics results comprise basic and advanced fighting data of theplurality of fighting objects; dividing the operation statistics resultsinto first presentation information of the plurality of fighting objectsand second presentation information of the plurality of fighting objectsaccording to a preset rule, the first presentation information beingpreset primary information of the plurality of fighting objects in theoperation statistics results corresponding to the basic fighting data ofthe plurality of fighting objects, and the second presentationinformation of the plurality of fighting objects being preset secondaryinformation in the operation statistics results corresponding to theadvanced fighting data of the plurality of fighting objects; presentingthe first presentation information of the plurality of fighting objectson a terminal display interface of the mobile terminal while continuingto display a game involving the plurality of fighting objects, and inresponse to detecting a user input for dismissing the first presentationinformation of the plurality of fighting objects, adjusting a viewingangle of a combat area associated with the plurality of fighting objectsto display a larger portion of the combat area on the terminal displayinterface of the mobile terminal.
 9. The mobile terminal according toclaim 8, wherein the dividing the operation statistics results intofirst presentation information and second presentation informationaccording to a preset rule comprises: detecting personal operationinformation of a primary fighting object and basic operation informationof a plurality of fighting players in the operation statistics results,wherein the primary fighting object is one of the plurality of fightingobjects; determining the personal operation information of the primaryfighting object as the second presentation information; and determiningthe basic operation information of the plurality of fighting players asthe first presentation information.
 10. The mobile terminal according toclaim 8, wherein the plurality of operations further comprise: afterdividing the operation statistics results into first presentationinformation and second presentation information according to a presetrule: receiving a first information display instruction; and presentingthe second presentation information on the terminal display interfaceaccording to the first information display instruction.
 11. The mobileterminal according to claim 10, wherein the plurality of operationsfurther comprise: after presenting the second presentation informationon the terminal display interface according to the first informationdisplay instruction: receiving a first information hiding instruction;and hiding the second presentation information on the terminal displayinterface according to the first information hiding instruction.
 12. Themobile terminal according to claim 10, wherein the presenting the firstpresentation information on a terminal display interface comprises:presenting the first presentation information at a first interfacedisplay layer of the terminal display interface; and the presenting thesecond presentation information on the terminal display interfacecomprises: presenting the second presentation information at a secondinterface display layer of the terminal display interface, wherein thefirst presentation information displayed at the first interface displaylayer does not overlap with the second presentation informationdisplayed at the second interface display layer.
 13. The mobile terminalaccording to claim 8, wherein the plurality of operations furthercomprise: after dividing the operation statistics results into firstpresentation information and second presentation information accordingto a preset rule: sending a second information display instruction tothe server, wherein the second information display instruction is usedto instruct the server to determine interaction statistics informationaccording to the operation information of the plurality of fightingobjects; receiving the interaction statistics information sent by theserver; presenting the interaction statistics information on theterminal display interface, and in response to a user request fordisplaying a playback associated with the plurality of fighting objects,displaying the playback by simulating operations of the plurality offighting objects based on the operation information of the plurality offighting objects.
 14. The mobile terminal according to claim 8, whereinthe plurality of operations further comprise: after dividing theoperation statistics results into first presentation information andsecond presentation information according to a preset rule: receiving asecond information hiding instruction; and hiding the first presentationinformation and the second presentation information on the terminaldisplay interface according to the second information hiding instructiondetermining candidate virtual scenes, virtual roles existing in thecandidate virtual scenes, and the virtual roles being manipulated byparticipating users; selecting a target virtual scene from the candidatevirtual scenes; determining representation data of virtual roles of thetarget virtual scene; selecting a target virtual role from the virtualroles of the target virtual scene according to the representation dataof the virtual roles of the target virtual scene; and generating arecommended video at a viewing angle of the target virtual role in thetarget virtual scene.
 15. A non-transitory computer readable storagemedium storing a plurality of instructions in connection with a mobileterminal having one or more processors, wherein the plurality ofinstructions, when executed by the one or more processors, cause themobile terminal to perform a plurality of operations including:obtaining operation information of a plurality of fighting objects froma server; determining operation statistics results according to theoperation information of the plurality of fighting objects, wherein theoperation statistics results comprise basic and advanced fighting dataof the plurality of fighting objects; dividing the operation statisticsresults into first presentation information of the plurality of fightingobjects and second presentation information of the plurality of fightingobjects according to a preset rule, the first presentation informationbeing preset primary information of the plurality of fighting objects inthe operation statistics results corresponding to the basic fightingdata of the plurality of fighting objects, and the second presentationinformation of the plurality of fighting objects being preset secondaryinformation in the operation statistics results corresponding to theadvanced fighting data of the plurality of fighting objects; presentingthe first presentation information of the plurality of fighting objectson a terminal display interface of the mobile terminal while continuingto display a game involving the plurality of fighting objects, and inresponse to detecting a user input for dismissing the first presentationinformation of the plurality of fighting objects, adjusting a viewingangle of a combat area associated with the plurality of fighting objectsto display a larger portion of the combat area on the terminal displayinterface of the mobile terminal.
 16. The non-transitory computerreadable storage medium according to claim 15, wherein the dividing theoperation statistics results into first presentation information andsecond presentation information according to a preset rule comprises:detecting personal operation information of a primary fighting objectand basic operation information of a plurality of fighting players inthe operation statistics results, wherein the primary fighting object isone of the plurality of fighting objects; determining the personaloperation information of the primary fighting object as the secondpresentation information; and determining the basic operationinformation of the plurality of fighting players as the firstpresentation information.
 17. The non-transitory computer readablestorage medium according to claim 15, wherein the plurality ofoperations further comprise: after dividing the operation statisticsresults into first presentation information and second presentationinformation according to a preset rule: receiving a first informationdisplay instruction; and presenting the second presentation informationon the terminal display interface according to the first informationdisplay instruction.
 18. The non-transitory computer readable storagemedium according to claim 17, wherein the plurality of operationsfurther comprise: after presenting the second presentation informationon the terminal display interface according to the first informationdisplay instruction: receiving a first information hiding instruction;and hiding the second presentation information on the terminal displayinterface according to the first information hiding instruction.
 19. Thenon-transitory computer readable storage medium according to claim 17,wherein the presenting the first presentation information on a terminaldisplay interface comprises: presenting the first presentationinformation at a first interface display layer of the terminal displayinterface; and the presenting the second presentation information on theterminal display interface comprises: presenting the second presentationinformation at a second interface display layer of the terminal displayinterface, wherein the first presentation information displayed at thefirst interface display layer does not overlap with the secondpresentation information displayed at the second interface displaylayer.
 20. The non-transitory computer readable storage medium accordingto claim 15, wherein the plurality of operations further comprise: afterdividing the operation statistics results into first presentationinformation and second presentation information according to a presetrule: sending a second information display instruction to the server,wherein the second information display instruction is used to instructthe server to determine interaction statistics information according tothe operation information of the plurality of fighting objects;receiving the interaction statistics information sent by the server;presenting the interaction statistics information on the terminaldisplay interface, and in response to a user request for displaying aplayback associated with the plurality of fighting objects, displayingthe playback by simulating operations of the plurality of fightingobjects based on the operation information of the plurality of fightingobjects.